Hi i dont know where to look further im totally stuck:
Scenario: When i leave edit mode of my view i delete rows and sections of my table.
The table consits of different custom cells which have animation when entering or leaving
editmode.
Problem: Sometimes and i dont know when, i cant reproduce it, the app crashes with a "
CALayerInvalidGeometry', reason: 'CALayer position contains NaN: [nan 2.03571e-10]" error message.
I looked for hours now but i cant find the error therefor i provide some more code maybe anyone knows where it happens:
I call tis method to leave edit mode of the table in it setupDetailEditMode gets called.
- (void)setEditing:(BOOL)editing animated:(BOOL)animated {
if(editing)
{..}
else{
tableShowEditMode = NO;
[self setupDetailEditMode];
[self createPersonTableHeader];
[self clearAllEmptyFieldsFromArray];
[self saveUserProfile];
[super setEditing:editing animated:animated];
[profileTable setEditing:editing animated:YES];
......}
This code is where i delete sections.... some of the sections still have rows which is no problem cause they will be deleted by deleting the section in the following function it crashes last line:
part of function **setupDetailEditMode**:
//Phone Section
if(removedRowsPhone)
{
if(app.isitUserProfile.isitPhone.count == 0)
[sectionOperationIndexSet addIndex:sectionWorked];
sectionWorked++;
}
//Email Section
if(removedRowsEmail)
{
if(app.isitUserProfile.isitEmail.count == 0)
[sectionOperationIndexSet addIndex:sectionWorked];
sectionWorked++;
}
//update table data structur
[self buildCurrentTableStructure];
//delete sections <<<<<**here will crash the app sometimes**
[profileTable deleteSections:sectionOperationIndexSet withRowAnimation:UITableViewRowAnimationFade];
I add a random custom cell i use maybe there is something wrong that causes the crash in layoutsubviews:
- (void) layoutSubviews {
[super layoutSubviews];
if (self.editing)
{
primaryField.enabled = YES;
// (self.editing && !self.showingDeleteConfirmation)
star1Img.frame = CGRectMake(87.0,30.0,20.0, 20.0);
star2Img.frame = CGRectMake(111.0,30.0,20.0, 20.0);
star3Img.frame = CGRectMake(135.0,30.0,20.0, 20.0);
star4Img.frame = CGRectMake(159.0,30.0,20.0, 20.0);
star5Img.frame = CGRectMake(183.0,30.0,20.0, 20.0);
//primaryLabel.frame = CGRectMake(primaryLabel.frame.origin.x, 8.0,180.0 , 17.0);
primaryField.frame = CGRectMake(primaryField.frame.origin.x, 8.0,180.0 , 17.0);
secondaryLabel.frame = CGRectMake(secondaryLabel.frame.origin.x,18.0, 65.0 , 21.0);
}
else
{
primaryField.enabled = NO;
star1Img.frame = CGRectMake(29.0,27.0,10.0, 10.0);
star2Img.frame = CGRectMake(39.0,27.0,10.0, 10.0);
star3Img.frame = CGRectMake(49.0,27.0,10.0, 10.0);
star4Img.frame = CGRectMake(59.0,27.0,10.0, 10.0);
star5Img.frame = CGRectMake(69.0,27.0,10.0, 10.0);
primaryField.frame = CGRectMake(primaryField.frame.origin.x, 14.0,213.0 , 17.0);
secondaryLabel.frame = CGRectMake(14.0,6.0, 65.0 , 21.0);
}
} // layoutSubviews*/
- (void) setStarRating:(int) rating
{
if(rating>=1)
[star1Img setImage:[UIImage imageNamed:#"goldstar20.png"]];
......}
I am very frustrated atm because i cant find this bug it would be very niice if anyone has a hint or find the bug. Anything will help. Thanks
-Bevo
I haven't looked through your code very much, but I had something similar once. There was a view that got released but did want to be painted again - basically a retain thing. Hard to find - or understand - even via profiler. You should check with the profiler if there is a leak anywhere.
Related
I have been working on an app for a couple of months now, but have finally run into an issue that I can't solve myself, and can't find anything on the internet to help.
I am using several normal UIAlertViews, in my app. Some have 2 buttons, some have 3 buttons, and a couple have 2 buttons and a text field. However all have the same issue. When you call [someAlertView show]; the alert view appears as normal, but then suddenly its graphics context seems to get corrupted as you can see from the screenshot.
This happens on both iPhone and iPad simulators (both 5.0 and 5.1), and happens on an iPad and iPhone4S device as well.
The image showing through is whatever happens to be behind the alertView.
The Alert still works, I can click the buttons, type in the text field, then when it dismisses the delegate methods are called correctly and everything goes back to normal. When the alertView appears again, the same thing happens.
The view behind the alert is a custom UIScrollView subclass with a content size of approximately 4000 pixels by 1000 with a UIImage as the background. The png file is mostly transparent, so is only about 80kB in memory size, and the phone is having no issues rendering it - the scroll view is still fully responsive and not slow.
It also has a CADisplayLink timer attached to it as part of the subclass. I have tried disabling this just before the alertView is shown, but it makes no difference so I am doubtful that is the issue.
This app is a partial rewrite of one I made for a university project, and that one could display UIAlertViews over the top of a scrollView of the same size and subclass without issue. The difference between this app and that one is that in my old app, I had subclassed UIAlertView to add extra things such as a pickerView, however I decided that I didn't like the way it looked so moved everything out of the alert and am just sticking with a standard UIAlertView.
This is how the alertView in the screenshot is called:
- (IBAction)loadSimulation:(id)sender {
importAlert = [[UIAlertView alloc] initWithTitle:#"Load Simulation" message:#"Enter Filename:" delegate:self cancelButtonTitle:#"Cancel" otherButtonTitles:#"Load", nil];
[importAlert setAlertViewStyle:UIAlertViewStylePlainTextInput];
[importAlert showPausingSimulation:self.simulationView]; //Calling [importAlert show]; makes no difference.
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
[self hideOrganiser]; //Not an issue as the problem occurs on iPad as well.
}
}
With this being the categorised AlertView to add the ability to stop the scrollViews CADisplay link.
#interface UIAlertView(pauseDisplayLink)
- (void)showPausingSimulation:(UILogicSimulatorView*)simulationView;
#end
#implementation UIAlertView(pauseDisplayLink)
- (void)showPausingSimulation:(UILogicSimulatorView *)simulationView {
[simulationView stopRunning];
[simulationView removeDisplayLink]; //displayLink needs to be removed from the run loop, otherwise it will keep going in the background and get corrupted.
[self show];
}
I get no memory warnings when this happens, so I am doubtful it is due to lack of resources.
Has anyone come across an issue like this before? If you need further information I can try to provide it, but I am limited in what code I can post. Any help would be appreciated, I've been trying to solve this for two weeks and can't figure it out.
Edit:
It appears that it is not the AlertView at all (or rather it is not just the alertView), as the problem goes away when I remove the scroll view behind it, so there must be some issue between the two. This is the code for my UIScrollView subclass:
.h file:
#import
#import
#class ECSimulatorController;
#interface UILogicSimulatorView : UIScrollView {
CADisplayLink *displayLink;
NSInteger _updateRate;
ECSimulatorController* _hostName;
}
#property (nonatomic) NSInteger updateRate;
#property (nonatomic, strong) ECSimulatorController* hostName;
- (void) removeDisplayLink;
- (void) reAddDisplayLink;
- (void) displayUpdated:(CADisplayLink*)timer;
- (void) startRunning;
- (void) stopRunning;
- (void) refreshRate:(NSInteger)rate;
- (void) setHost:(id)host;
- (void)setMinimumNumberOfTouches:(NSInteger)touches;
- (void)setMaximumNumberOfTouches:(NSInteger)touches;
#end
.m file:
#import "UILogicSimulatorView.h"
#import "ECSimulatorController.h"
#import <QuartzCore/QuartzCore.h>
#implementation UILogicSimulatorView
#synthesize updateRate = _updateRate;
#synthesize hostName = _hostName;
- (void)reAddDisplayLink {
[displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; //allows the display link to be re-added to the run loop after having been removed.
}
- (void)removeDisplayLink {
[displayLink removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; //allows the display link to be removed from the Run loop without deleting it. Removing it is essential to prevent corruption between the games and the simulator as both use CADisplay link, and only one can be in the run loop at a given moment.
}
- (void)startRunning {
[self refreshRate:self.updateRate];
[displayLink setPaused:NO];
}
- (void)refreshRate:(NSInteger)rate {
if (rate > 59) {
rate = 59; //prevent the rate from being set too an undefined value.
}
NSInteger frameInterval = 60 - rate; //rate is the number of frames to skip. There are 60FPS, so this converts to frame interval.
[displayLink setFrameInterval:frameInterval];
}
- (void)stopRunning {
[displayLink setPaused:YES];
}
- (void)displayUpdated:(CADisplayLink*)timer {
//call the function that the snakeController host needs to update
[self.hostName updateStates];
}
- (void)setHost:(ECSimulatorController*)host;
{
self.hostName = host; //Host allows the CADisplay link to call a selector in the object which created this one.
}
- (id)initWithFrame:(CGRect)frame
{
//Locates the UIScrollView's gesture recogniser
if(self = [super initWithFrame:frame])
{
[self setMinimumNumberOfTouches:2];
displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(displayUpdated:)]; //CADisplayLink will update the logic gate states.
self.updateRate = 1;
[displayLink setPaused:YES];
}
return self;
}
- (void)setMinimumNumberOfTouches:(NSInteger)touches{
for (UIGestureRecognizer *gestureRecognizer in [self gestureRecognizers])
{
if([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]])
{
//Changes the minimum number of touches to 'touches'. This allows the UIPanGestureRecogniser in the object which created this one to work with one finger.
[(UIPanGestureRecognizer*)gestureRecognizer setMinimumNumberOfTouches:touches];
}
}
}
- (void)setMaximumNumberOfTouches:(NSInteger)touches{
for (UIGestureRecognizer *gestureRecognizer in [self gestureRecognizers])
{
if([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]])
{
//Changes the maximum number of touches to 'touches'. This allows the UIPanGestureRecogniser in the object which created this one to work with one finger.
[(UIPanGestureRecognizer*)gestureRecognizer setMaximumNumberOfTouches:touches];
}
}
}
#end
Well, I have managed to come up a solution to this. Really it is probably just masking the issue rather than finding the route cause, but at this point I will take it.
First some code:
#interface UIView (ViewCapture)
- (UIImage*)captureView;
- (UIImage*)captureViewInRect:(CGRect)rect;
#end
#implementation UIView (ViewCapture)
- (UIImage*)captureView {
return [self captureViewInRect:self.frame];
}
- (UIImage*)captureViewInRect:(CGRect)rect
{
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.layer renderInContext:context];
UIImage *screenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return screenShot;
}
#end
- (void)showPausingSimulation:(UILogicSimulatorView *)simulationView {
[simulationView stopRunning];
UIView* superView = simulationView.superview;
CGPoint oldOffset = simulationView.contentOffset;
for (UIView* subview in simulationView.subviews) {
//offset subviews so they appear when content offset is (0,0)
CGRect frame = subview.frame;
frame.origin.x -= oldOffset.x;
frame.origin.y -= oldOffset.y;
subview.frame = frame;
}
simulationView.contentOffset = CGPointZero; //set the offset to (0,0)
UIImage* image = [simulationView captureView]; //Capture the frame of the scrollview
simulationView.contentOffset = oldOffset; //restore the old offset
for (UIView* subview in simulationView.subviews) {
//Restore the original positions of the subviews
CGRect frame = subview.frame;
frame.origin.x += oldOffset.x;
frame.origin.y += oldOffset.y;
subview.frame = frame;
}
[simulationView setHidden:YES];
UIImageView* imageView = [[UIImageView alloc] initWithFrame:simulationView.frame];
[imageView setImage:image];
[imageView setTag:999];
[superView addSubview:imageView];
[imageView setHidden:NO];
superView = nil;
imageView = nil;
image = nil;
[self show];
}
- (void)dismissUnpausingSimulation:(UILogicSimulatorView *)simulationView {
UIView* superView = simulationView.superview;
UIImageView* imageView = (UIImageView*)[superView viewWithTag:999];
[imageView removeFromSuperview];
imageView = nil;
superView = nil;
[simulationView setHidden:NO];
[simulationView startRunning];
}
Then modifying the dismiss delegate method in my class to have this line:
- (void)alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex {
[alertView dismissUnpausingSimulation:self.simulationView];
...
When the alert view is called, but before it is shown, I need to hide the simulator to prevent it corrupting the alert. However just hiding it is ugly as then all is visible behind is a empty view.
To fix this, I first make a UIImage from the simulator views graphics context. I then create a UIImageView with the same frame as the simulator and set the UIImage as its image.
I then hide the simulator view (curing the alert issue), and add my new UIImageView to the simulators superview. I also set the tag of the image view so I can find it later.
When the alert dismisses, the image view is then recovered based on its tag, and removed from its superview. The simulator is then unhidden.
The result is that the rendering issue is gone.
I know its too late for an answer to this question. Lately I had experianced this very same issue.
My Case:
Added couple of custom UIViews with background images and some controlls to the scroll view with shadow effect. I had also set the shadowOffset.
The Solution:
After some step by step analysis, I found out that setting the setShadowOpacity caused The rendering problem for me. When i commented that line of code, it cured the UIAlertView back to normal appearance.
More:
To make sure, I created a new project mimicing the original ui with shadowOpacity. But it didnt caused the rendering problem as i expected. So I am not sure about the root cause. For me it was setShadowOpacity.
I found an example code for showing PDF file on a UIScrollView with horizontal scrolling. It works fine, but problem is it shows only 2 pages of PDF. I tried in my best to figure out the issue, but I couldn't figure it. Can you please give me help?
I looked at that sample project you pointed to in this question and like you, I can see it only displays two pages of whatever PDF file it's given to display.
The problem with the sample code comes in the PDFViewController.m file. For these lines:
PDFScrollView *page = [self dequeueRecycledPage];
if (page == nil) {
page = [[[PDFScrollView alloc] initWithPage:index + 1 frame:[self frameForPageAtIndex:index]] autorelease];
}
I added
else {
[page setPage: index inFrame:[self frameForPageAtIndex: index]];
}
And also these new lines into PDFScrollView.h
- (void) setPage: (NSInteger) onPage inFrame:(CGRect)frame;
And PDFScrollView.m
- (void) setPage: (NSInteger) onPage inFrame:(CGRect) frame
{
if(pdfView)
{
[pdfView removeFromSuperview];
[pdfView release];
}
self.frame = frame;
self.index = onPage;
pdfView = [[PDFViewTiled alloc] initWithPage:onPage frame:self.frame];
[self addSubview:pdfView];
}
This isn't a perfect fix. You'll see the drawing isn't proper, especially when backing up pages. I'll leave that to you as an exercise to take care of, but hopefully this is a nice start.
And I hope it helps you out.
I am trying to animate 2 UIButtons in a UITableViewCell called addToPlaylist and removeFromPlayList (they animate off to the right after being swiped on) and am using a block as follows
[UIView animateWithDuration:0.25 animations:^{
self.addToPlaylist.center = CGPointMake(contentsSize.width + (buttonSize.width / 2), (buttonSize.height / 2));
self.removeFromPlaylist.center = CGPointMake(contentsSize.width + (buttonSize.width / 2), (buttonSize.height / 2));
myImage.alpha = 1.0;
}
completion:^ (BOOL finished)
{
if (finished) {
// Revert image view to original.
NSLog(#"Is completed");
self.addToPlaylist.hidden = YES;
self.removeFromPlaylist.hidden = YES;
self.hasSwipeOpen = NO;
}
}];
on completion I want to hide the buttons to attempt to lessen redraw on scroll etc.
This code sits within '-(void) swipeOff' which is called in the UITableViewControllers method scrollViewWillBeginDragging like so:
- (void)scrollViewWillBeginDragging:(UIScrollView *) scrollView
{
for (MediaCellView* cell in [self.tableView visibleCells]) {
if (cell.hasSwipeOpen) {
[cell swipeOff];
}
}
}
The problem is the completion code, if I remove it or set it to nil all is good, if I include it I get an EXC_BAD_ACCESS. even if I include it with any or all of the lines within the if(finished) commented out
Am I using this in the wrong way, any help much appreciated.
Thanks
I had the same problem with animations. I've solved it by removing -weak_library /usr/lib/libSystem.B.dylib from Other Linker flags.
Also, according to this answer, if you need this flag, you may replace it with -weak-lSystem.
Check if you are not calling a UIView (collectionView, Mapview, etc) from inside the UIView block, meaning, it would be a call outside the main thread. If you are, try this:
DispatchQueue.main.async {
self.mapBoxView.setZoomLevel(self.FLYOVERZOOMLEVEL, animated: true
)}
I've been researching this for a few days now, and would appreciate a little help. Is there any way to generate a multi-line UITextField like Apple use in the SMS application? The useful thing about this control is that it has the 'sunk' appearance that makes it clear that it is a text entry box, but at the same time, it expands on each new-line character.
Failing that, if I'm forced to use a UITextView, can anyone advise how best to dismiss the keyboard ? Both the 'Done' and the 'Go' buttons just appear to generate newline characters ('\n'). This seems wrong to me - surely at least one of these should generate a different character, so that I can still allow for newline characters, but also dismiss my keyboard on a specific key press.
Am I missing something simple here ?
Thanks in advance :)
Maybe you can build upon a class I wrote? It's the same as tttexteditor, without the ugly glitches: http://www.hanspinckaers.com/multi-line-uitextview-similar-to-sms
An old question, but after several hours I've figured out how to make it the same perfectly as in Instagram (it has the best algorithm among all BTW)
Initialize with this:
// Input
_inputBackgroundView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, size.height - _InputBarHeight, size.width, _InputBarHeight)];
_inputBackgroundView.autoresizingMask = UIViewAutoresizingNone;
_inputBackgroundView.contentMode = UIViewContentModeScaleToFill;
_inputBackgroundView.userInteractionEnabled = YES;
[self addSubview:_inputBackgroundView];
[_inputBackgroundView release];
[_inputBackgroundView setImage:[[UIImage imageNamed:#"Footer_BG.png"] stretchableImageWithLeftCapWidth:80 topCapHeight:25]];
// Text field
_textField = [[UITextView alloc] initWithFrame:CGRectMake(70.0f, 0, 185, 0)];
_textField.backgroundColor = [UIColor clearColor];
_textField.delegate = self;
_textField.contentInset = UIEdgeInsetsMake(-4, -2, -4, 0);
_textField.showsVerticalScrollIndicator = NO;
_textField.showsHorizontalScrollIndicator = NO;
_textField.font = [UIFont systemFontOfSize:15.0f];
[_inputBackgroundView addSubview:_textField];
[_textField release];
[self adjustTextInputHeightForText:#""];
Fill UITextView delegate methods:
- (void) textViewDidBeginEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (void) textViewDidEndEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (BOOL) textView:(UITextView*)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString*)text {
if ([text isEqualToString:#"\n"])
{
[self performSelector:#selector(inputComplete:) withObject:nil afterDelay:.1];
return NO;
}
else if (text.length > 0)
{
[self adjustTextInputHeightForText:[NSString stringWithFormat:#"%#%#", _textField.text, text]];
}
return YES;
}
- (void) textViewDidChange:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
And the trick is...
- (void) adjustTextInputHeightForText:(NSString*)text {
int h1 = [text sizeWithFont:_textField.font].height;
int h2 = [text sizeWithFont:_textField.font constrainedToSize:CGSizeMake(_textField.frame.size.width - 16, 170.0f) lineBreakMode:UILineBreakModeWordWrap].height;
[UIView animateWithDuration:.1f animations:^
{
if (h2 == h1)
{
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - _InputBarHeight, self.frame.size.width, _InputBarHeight);
}
else
{
CGSize size = CGSizeMake(_textField.frame.size.width, h2 + 24);
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - size.height, self.frame.size.width, size.height);
}
CGRect r = _textField.frame;
r.origin.y = 12;
r.size.height = _inputBackgroundView.frame.size.height - 18;
_textField.frame = r;
} completion:^(BOOL finished)
{
//
}];
}
Facebook has released an open-source package called Three20 that has a multi-line text field. You can use this pretty easily for an expanding text field.
As for the "Done" button, you can set your view controller as a UITextFieldDelegate. Then use this method:
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
// Do whatever you want for your done button
return YES;
}
In the case of Three20, use this method of TTTextEditorDelegate:
- (BOOL)textFieldShouldReturn:(TTTextEditor *)textField {
// Do whatever you want for your done button
return YES;
}
Well, I had a similar problem, and what I ended up using is actually create a disabled UITextField as the background and a UITextView above it to get the input... It sucks that iPhone API cannot have this by default. Also note that this does not auto-expand, but you can do this if you want by handling the textViewDidChange:
As for handling the return key, try implementing the following method from the UITextViewDelegate:
- (void)textViewDidChange:(UITextView *)inTextView {
NSString *text = inTextView.text;
if ([text length] > 0 && [text characterAtIndex:[text length] -1] == '\n') {
inTextView.text = [text substringToIndex:[text length] -1]; // remove last return from text view
[inTextView resignFirstResponder]; // hide keyboard
}
}
(void)textEditorDidBeginEditing:(TTTextEditor *)textEditor {
And
(void)textEditorDidEndEditing:(TTTextEditor *)textEditor {
might be what you're looking for. Enjoy!
Why isn't my UILabel being changed? I am using the following code, and nothing is happening:
- (void)awakeFromNib {
percentCorrect.adjustsFontSizeToFitWidth;
percentCorrect.numberOfLines = 3;
percentCorrect.minimumFontSize = 100;
}
Here is my Implemintation code:
- (void) updateScore {
double percentScore = 100.0 * varRight / (varWrong + varRight);
percentCorrect.text = [NSString stringWithFormat:#"%.2f%%", percentScore];
}
- (void)viewDidLoad {
percentCorrect.adjustsFontSizeToFitWidth = YES;
percentCorrect.numberOfLines = 3;
percentCorrect.minimumFontSize = 100;
percentCorrect.text = #"sesd";
}
- (void)correctAns {
numberRight.text = [NSString stringWithFormat:#"%i Correct", varRight];
}
-(void)wrongAns {
numberWrong.text = [NSString stringWithFormat:#"%i Incorrect", varWrong];
}
#pragma mark Reset Methods
- (IBAction)reset:(id)sender; {
NSString *message = #"Are you sure you would like to reset?";
self.wouldYouLikeToReset = [[UIAlertView alloc] initWithTitle:#"Reset?" message:message delegate:self cancelButtonTitle:#"Cancel" otherButtonTitles:nil];
[wouldYouLikeToReset addButtonWithTitle:#"Continue"];
[self.wouldYouLikeToReset show];
// Now goes to (void)alertView and see's what is being pressed!
}
- (void)alertView:(UIAlertView *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex {
if (buttonIndex == 0)
{
NSLog(#"Cancel button pressed");
}
else
{
varRight = 0;
varWrong = 0;
[self wrongAns];
[self correctAns];
percentCorrect.text = [NSString stringWithFormat:#"0.0%%"];
}
}
#pragma mark Button Action Methods
- (IBAction)right:(id)sender; {
varRight++;
[self correctAns];
[self updateScore];
}
- (IBAction)wrong:(id)sender; {
varWrong++;
[self wrongAns];
[self updateScore];
}
- (IBAction)subOneRight:(id)sender {
if (varRight > 0 ) {
varRight--;
[self correctAns];
[self updateScore];
}
}
- (IBAction)subOneWrong:(id)sender {
if (varWrong > 0) {
varWrong--;
[self wrongAns];
[self updateScore];
}
}
-(IBAction)addHalfCredit:(id)sender;
{
varWrong++;
varRight++;
[self wrongAns];
[self correctAns];
[self updateScore];
}
#end
Any ideas?
Thanks
In order for the adjustsFontSizeToFitWidth setting to come into effect, the numberOfLines property must be set to 1. It won't work if it's != 1.
Are awakeFromNib, viewDidLoad, viewWillAppear being called at all?
The minimumFontSize property will do nothing if the text fits in the current bounds with the current font. Did you set the font property for the label?
percentCorrect.font = [UIFont systemFontOfSize:20];
Finally, isn't a minimumFontSize = 100 a little too big for a min font size?
Make sure everything is hooked up correctly. Make sure the IBOutlet for the UITextfield is setup and set break points within the method and see that the code is being touched. If it is, it's possible percentCorrect hasn't been hooked up correctly.
You shouldn't have to init your label if it is in the nib. If you are, then you created the label twice. So who knows which one you are messaging to. As soon as you initialized the label, you leaked the first one. So the label you have on screen is NOT the one you are manipulating in code.
Try placing your code in viewDidLoad instead. It should be initialized by then.
If that doesn't work, try viewDidAppear: simply to try to debug this.
It's possible that percentCorrect hasn't yet been initialized. Is percentCorrect equal to nil when that function is called, by any chance? If so, wait until after it's properly initialized to set its properties.
What are you expecting to happen? Does the label show when your code is commented out? How is percentCorrect defined in the nib?
Have you tried:
- (void)awakeFromNib {
percentCorrect.adjustsFontSizeToFitWidth = YES;
percentCorrect.numberOfLines = 3;
percentCorrect.minimumFontSize = 100;
percentcorrent.text = #"What is the text in percentCorrect?";
}
I had the same problem. Seems that setText doesn't automatically force a redraw when the change happens on a non-main thread. UI updates should always be done on the main thread to ensure responsiveness. There's another way to force it, using a selector:
label = [[UILabel alloc] init]; //assumes label is a data member of some class
...
(some later method where you want to update the label)
...
[label performSelectorOnMainThread:#selector(setText) withObject:#"New label value" waitUntilDone:false];
You may also get results from simply saying:
[label setNeedsDisplay];
which will force the update internally, but at the SDK's discretion. I found that didn't work for me, thus why I recommend the selector on the main thread.
What I found is sometimes , don't rely too much on IB , just add a line to set the frame :
labelx.frame=CGRectMake(labelx.frame.origin.x,labelx.frame.origin.y, 300, labelx.frame.size.height);
Then , autoresize works !