How do you put a UIWebView somewhere other than MainView.xib? - iphone

I've been trying to put a UIWebView into my app, which is tableview based.
When the user selects a row, I want the new xib to load, but this one with a UIWebView on it.
From all of the tutorials I've seen, you can only put a UIWebView on the MainView.xib.
Can someone please tell me how to put a FUNCTIONING UIWebView somewhere other than the main view?
Thanks in advance!!

You can put a UIWebView in any XIB you want. Why do you believe that it has to be in MainView.xib? Tutorials generally put everything in MainView.xib because they're keeping things simple. What problem are you having when you put it elsewhere?
Can you give a link to the tutorial that indicates that you have to put this in MainView? Can you describe what "doesn't work" actually means? Does it fail to display, fail to make callbacks, fail to load pages, render incorrect?

Related

Re-initialising a view after the save button has been touched

I have a TabBar Application with 2 tabs saving/fetching data to and from CoreData. The problem that I am having is that when the form has been filled and the user has touched the save button the view is not re-loaded or re-initialised. All I want is for the view to be ready for the user to repeat the process with the next set of information. I am probably not thinking about this in the correct way so a pointer in the right direction would be very much appreciated...
Do I need to manually set everything including the managedObjectContext etc. to nil? Or is there something that I can do with methods like viewWillDisappear that will elegantly help me to "re-initialise" that specific tab?
I ave read up the Apple docs on view hierarchies, and life cycles but I just seem to have confused myself...
Thanks in advance for any suggestions, referrals to code or even recommendations on relevant reading material.
It sounds like what you want to do is reload any data to their default states when the user taps a button. Unfortunately, you'll have to do this manually, setting each IBOutlet's value to a meaningful default (probably the empty string).
There are two ways I can think of that would help make this more elegant:
Use an IBOutletCollection and fast enumeration to loop over all the IBOutlets and not have a bunch of code to do each one individually.
If you're switching tabs in between these events, you can something neat and use your app delegate as your UITabBarControllerDelegate for the tabBarController:didSelectViewController: to call the clearing-out method for you instead of relying on viewDidAppear.

iPhone: how to load objects *after* the main viewcontroller has appeared

Ok hopefully this is an easy question:
I have a main viewcontroller that is loaded by the app delegate at application startup.
This viewcontroller has some code in 'viewDidLoad' to create some non view type based objects (some sound/data objects). Aside from that it also loads a UIView.
The sound/data objects take a while to create, but the app is quite functional without them for a start - so I want to load these objects after the UIView has loaded, but can't seem to figure out how.
I have tried moving the appropriate code to viewDidAppear, but this is still called before the UIView actually appears on screen. Is there a function that is called after the viewcontroller actually starts displaying UIViews, or any other way to achieve what I want?
Any help would be much appreciated - thanks!
In case anyone else has a similar problem, I found a way to solve it: use NSThread to load things in the background without pausing everything else.
There's a good simple example here: http://www.iphoneexamples.com/.

Buttons make my multiview iphone app crash! (but single view is okay)

This is probably some rookie mistake, but I can't figure it out. I've established a button within my app to recall a link in safari. From my method file it looks like this:
Obj C Code:
-(IBAction)linkSafari{
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:#"http://en.wikipedia.org/"]];
}
I linked it up in IB and all seems okay.
When I create this same setup as a single view app it works great, but whenever I click it in my multiview app it's an automatic crash. Acts the same way on both my simulator and physical ipod.
Is there an endless list of places I could have screwed up or is there a certain area I should look into?
I don't think the problem is in that particular function,
but on the way you create the views and viewcontrollers
For anyone interested, this was solved thanks to an extra set of eyes. On my tab bar, I'd declared the assigned nibs for every section, but missed a few class associations. That's what messed me up.

UIViewController not responding to touches

Hey all, I'm completely stumped with this iPhone problem.
This is my first time building a view programmatically, without a nib. I can get the view displaying things just fine, but the darn ViewController isn't responding to touches the way it used to in programs where I used a nib. I should add that in the past, I started with the View-Based Application template, and this time I used the Window-Based Application template.
My thinking is that the View-Based template does something magical to let the iPhone know where to send the touch events, but I can't figure out what that would be even after several hours of bumbling around Google. Or I could be looking in an entirely wrong place and my troubles are related to something else entirely. Any thoughts?
There's nothing magical in the view-based template. The most likely reasons for failure to respond to touches are:
You've messed with touchesBegan:withEvent:, userInteractionEnabled, exclusiveTouch or something else, thinking you need to mess with these (generally you don't; the defaults are generally correct)
You created a second UIWindow
You put something over the view (even if it's transparent)
Simplify your code down to just creating a view programatically that responds to a touch and nothing else. It should be just a few lines of code. If you can't get that working, post the code and we'll look at what's going on.
Problem solved. touchesEnded != touchedEnded.
That'll teach me to program without my glasses on.
Another possible scenario for failure in response to touches is when your VC frame is not predefined and its boundaries are actually exceeding the window placeholder. It happens a lot when you just forget to define the frame property for the VC.
Once you define it correctly - User interaction returns to normal.
Good luck !

TTTableImageItem doesn't load the image until scroll

I'm using the three20 project for my iPhone app. I've narrowed my problem down and I'm now just trying to re-create the 'Web Images in Table' example that comes with the project. I've copied the code exactly as in the project, with the exception that I do not use the TTNavigator (which the example does) but I am adding my TTTableViewController manually to a tabBar.
The problem is as follows; the images in the table should load automatically from the web, like in the example. But they only load after I scroll the table up and down.
In the console it clearly says it is downloading the images, and you see the activity indicator spinning like forever.. And unless I scroll up and down once, the images will never appear.
Anyone? Thanks in advance.
P.S:
If I'm using this code in any random UIView, It also doesn't work (only shows a black square):
TTImageView* imageView = [[[TTImageView alloc] initWithFrame:CGRectMake(30, 30, 100, 100)] autorelease];
imageView.autoresizesToImage = YES;
imageView.URL = #"http://webpimp.nl/logo.png";
[self.view addSubview:imageView];
If I put this code in my AppDelegate (right onto the window), it does work .. strange?
POSSIBLE SOLUTION:
Although I stopped using TTImageView for this purpose, I do think I found out what the problem was; threading (hence accepting the answer of Deniz Mert Edincik). If I started the asynchronous download (because basically that is all the TTImageView is, an asynchronous download) from anywhere BUT the main thread, it would not start. If I started the download on the main thread, it would start immediately..
Sounds like a threading problem to me, are you creating TTImageView in the main runloop?
I find one interesting thing. When I use combination TTTableViewController, TTTableViewDataSource and TTModel I have same problem with loading TTImageView. My problem was, that my implementation of Model methods 'isLoading' and 'isLoaded' don't return proper values after initialization of model. That forces me to call reload on model manualy in 'viewDidAppear' method and that causes image loading problem. So I repair my 'isLoading' and 'isLoaded' methods to both return 'NO' after Model init, and everything is fine.
When an image finishes loading try sending a reloadData message to the table view. This forces the table to recalculate the size of the rows and redraw the table. Just be careful that you don't start downloading the image again in response to this message.
I've written something similar to this where an image view will load its own image from the web.
Im my experience, when the image had loaded successfully but was not shown in its view, it was a case that the cell needed to be told to redraw.
When you scroll the table view, the cells are set to redraw when the come onscreen, which is why they appear when you scroll.
When the image loads, tell the cell that it is sitting in to redraw by sending it the message setNeedsDisplay.
That way, when the image finishes downloading, the cell its sitting in (and only that cell) will redraw itself to show the new image.
It's possible that you might not need to redraw the entire cell and might be able to get away with simply redrawing the image view using the same method call. In my experience, my table cells view hierarchy was flattened, so I had to redraw the whole cell.
I don't have an answer for what you want to do, but I will say that this is considered a feature, and the expected behavior. You use TTImageView in UITableView when you want to do lazy loading of images. TTImageView will only load the images whose frames are visible on the screen. That way, the device uses its network resources to download images that the user has in front of them, rather than a bunch of images that the user isn't even trying to look at.
Consider having a long list that may contain a couple hundred thumbnail images (like a list of friends). I know from experience that if you kick off 100+ image requests on older devices, the memory usage will go through the roof, and your app will likely crash. TTImageView solves this problem.
This is a thread problem. You can load the images by including the line:
[TTURLRequestQueue mainQueue].suspended = NO;
in - (void)didLoadModel:(BOOL)firstTime.