Skip to main content

Posts

Showing posts with the label uiscrollview

Twitter like App rejected [closed]

I have an App which is rejected which behaves as the Twitter App on the ground that: 10.4 Apps that create alternate desktop/home screen environments or simulate multi-app widget experiences will be rejected with as description: We found your app includes a dashboard view which presents multiple windows at once, and is therefore not in compliance with the App Store Review Guidelines. The iOS Human Interface Guidelines allow for multiple screens in an app but access to these screens should always be sequential, never simultaneous. Please see the attached screenshot/s for more information. It would be appropriate to modify your app by determining an alternate way users can accomplish the same task in a single screen or a sequence of screens. The screenshot attached is seen below. Can anybody explain what exactly the reason is, looking at the Twitter App. Anybody with a similar experience and a possible solution apart from completely dashing t

CADisplayLink with NSRunLoopCommonModes not executed for every frame when tracking UIScrollView?

I am trying to execute a small piece of code on every single frame in a regular (non-OpenGL) iPhone app. The goal is to have a frame counter so that I can measure (rather than guess) where the slow points in the app are and fix them to create a better user experience. What I've done so far is register a CADisplayLink for all modes (including tracking): CADisplayLink *displayLink = [[CADisplayLink displayLinkWithTarget:self selector:@selector(frame)] retain]; [displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes]; The code that is executed looks like this (lastDraw is a NSDate* and count an int): - (void) frame { NSDate *newDate = [NSDate date]; if([newDate timeIntervalSinceDate:lastDraw] >= 1) { label.text = [NSString stringWithFormat:@"%d FPS", count]; count = 0; [lastDraw release]; lastDraw = [newDate retain]; } count++; } The idea here is to get an update every one second as to how many frames were drawn in the past s

UIScrollView not scrolling although contentSize is smaller than UIImageView

So I have a UIImageView as a subview of UIScrollView, I've set the contentSize to be smaller than the UIImageView width and height, however it doesn't allow me to scroll.. why is this? Here's some code: UIImage * image = [UIImage imageWithData:data]; UIImageView * imgView = [[UIImageView alloc] initWithImage:image]; [imgView setUserInteractionEnabled:YES]; //[imgView setContentMode:UIViewContentModeScaleAspectFill]; [imgView setBackgroundColor:[UIColor clearColor]]; [imgView setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight]; [imgView setFrame:CGRectMake(0, 0, imgView.frame.size.width, imgView.frame.size.height)]; CGRect imgFrame; imgFrame.size.width = originalImageSize.width; imgFrame.size.height = originalImageSize.height; imgFrame.origin.x = imageOriginPoint.x;