Re: iOS screen physical size (or px density)

2013-11-26 Thread Jacky.Seraph Mu
Maybe you can refer to
[UIScreen mainScreen].scale and [UIScreen mainScreen].bounds

The scale tells you the pixels per point.
The bounds provides you the whole screen size in point.

To get the real size per pixel:
scale * bounds


Cheers

Jack.S Mu



2013/11/25 Roland King r...@rols.org

 Is there yet a supported way of finding out the actual screen size (or
 equivalently pixel density) on an iOS screen?

 I have an app, uses autolayout, works fine on iPhone (one storyboard),
 iPad (another storyboard) and mostly looks fine between iPad and iPad mini.
 One screen however has a number of test 'cards' on it. On the phone one
 card == one screen looks great. On a full-sized iPad, about 6 to a page is
 clear, on a mini however 6 is not ideal and 4, or 3, looks much better and
 is much clearer to test. That's one of the fairly rare cases where one size
 doesn't fit all and knowing the actual screen dimensions would make a
 better user experience.

 I know there was lots of chat about this when the mini came out, there
 wasn't anything then and I don't want to do one of the version or device
 name hacks. Is there yet an API point for this?
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Roland King
no that just gives you the total number of pixels on the screen, I know that, 
that's not a problem. 

That is not the screen physical size (ie X cm x Y cm) and you can't figure out 
if you want something to be a given physical size, which I did, how many points 
it should be. In order to know the physical screen size you would need an API 
point which either returns it directly, or returns the pixel density in px/cm. 

Anyway I went with the suggestion of an earlier poster and scaled up so it was 
nearly as big as I wanted on the mini, and bigger than I really wanted on the 
iPad, both using the same pointsize for the elements. And that's not a bad 
compromise (in fact on the larger iPad the bigger test cards are very clear and 
you don't really notice they are .. a bit huge). Problem solved, one interface 
for either of the two sizes of iPad, and the iPhone was never a problem. 

I still would like that API point, I shall file a bug which will be duped. 

On 26 Nov, 2013, at 4:18 pm, Jacky.Seraph Mu jackyser...@gmail.com wrote:

 Maybe you can refer to 
 [UIScreen mainScreen].scale and [UIScreen mainScreen].bounds
 
 The scale tells you the pixels per point.
 The bounds provides you the whole screen size in point.
 
 To get the real size per pixel:
 scale * bounds
 
 
 Cheers
 
 Jack.S Mu
 
 
 
 2013/11/25 Roland King r...@rols.org
 Is there yet a supported way of finding out the actual screen size (or 
 equivalently pixel density) on an iOS screen?
 
 I have an app, uses autolayout, works fine on iPhone (one storyboard), iPad 
 (another storyboard) and mostly looks fine between iPad and iPad mini. One 
 screen however has a number of test 'cards' on it. On the phone one card == 
 one screen looks great. On a full-sized iPad, about 6 to a page is clear, on 
 a mini however 6 is not ideal and 4, or 3, looks much better and is much 
 clearer to test. That's one of the fairly rare cases where one size doesn't 
 fit all and knowing the actual screen dimensions would make a better user 
 experience.
 
 I know there was lots of chat about this when the mini came out, there wasn't 
 anything then and I don't want to do one of the version or device name hacks. 
 Is there yet an API point for this?
 ___
 
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Maxthon Chan
Well you just need to detect the device and the numbers are constant:

Screen information:

iPhone 2G/3G/3GS, iPod touch 1G/2G/3G: 320x480px, 163dpi
iPad mini 1G: 1024x768px, 163dpi

iPhone 4/4S, iPod touch 4G: 640x960px, 326dpi
iPhone 5/5C/5S, iPod touch 5G: 640x1136px, 326dpi
iPad mini 2G: 2048x1536px, 326dpi

iPad 1G/2: 1024x768px, 132dpi
iPad 3G/4G/Air: 2048x1536px, 264dpi

Device model identifier (readable from uname(2)):

iPhone1,1 = iPhone 2G
iPhone1,2 = iPhone 3G
iPhone2,1 = iPhone 3GS
iPhone3,* = iPhone 4
iPhone4,1 = iPhone 4S
iPhone5,{1..3} = iPhone 5
iPhone5,{4..6} = iPhone 5C
iPhone6,* = iPhone 5S

iPod1,1 = iPod touch 1G
iPod2,1 = iPod touch 2G
iPod3,1 = iPod touch 3G
iPod4,1 = iPod touch 4G
iPod5,1 = iPod touch 5G

iPad1,1 = iPad 1G
iPad2,{1..4} = iPad 2
iPad2,{5..7} = iPad mini 1G
iPad3,{1..3} = iPad 3G
iPad3,{4..6} = iPad 4G
iPad4,{1..3} = iPad Air
iPad4,{4..6} = iPad mini 2G

On Nov 26, 2013, at 16:57, Roland King r...@rols.org wrote:

 no that just gives you the total number of pixels on the screen, I know that, 
 that's not a problem. 
 
 That is not the screen physical size (ie X cm x Y cm) and you can't figure 
 out if you want something to be a given physical size, which I did, how many 
 points it should be. In order to know the physical screen size you would need 
 an API point which either returns it directly, or returns the pixel density 
 in px/cm. 
 
 Anyway I went with the suggestion of an earlier poster and scaled up so it 
 was nearly as big as I wanted on the mini, and bigger than I really wanted on 
 the iPad, both using the same pointsize for the elements. And that's not a 
 bad compromise (in fact on the larger iPad the bigger test cards are very 
 clear and you don't really notice they are .. a bit huge). Problem solved, 
 one interface for either of the two sizes of iPad, and the iPhone was never a 
 problem. 
 
 I still would like that API point, I shall file a bug which will be duped. 
 
 On 26 Nov, 2013, at 4:18 pm, Jacky.Seraph Mu jackyser...@gmail.com wrote:
 
 Maybe you can refer to 
 [UIScreen mainScreen].scale and [UIScreen mainScreen].bounds
 
 The scale tells you the pixels per point.
 The bounds provides you the whole screen size in point.
 
 To get the real size per pixel:
 scale * bounds
 
 
 Cheers
 
 Jack.S Mu
 
 
 
 2013/11/25 Roland King r...@rols.org
 Is there yet a supported way of finding out the actual screen size (or 
 equivalently pixel density) on an iOS screen?
 
 I have an app, uses autolayout, works fine on iPhone (one storyboard), iPad 
 (another storyboard) and mostly looks fine between iPad and iPad mini. One 
 screen however has a number of test 'cards' on it. On the phone one card == 
 one screen looks great. On a full-sized iPad, about 6 to a page is clear, on 
 a mini however 6 is not ideal and 4, or 3, looks much better and is much 
 clearer to test. That's one of the fairly rare cases where one size doesn't 
 fit all and knowing the actual screen dimensions would make a better user 
 experience.
 
 I know there was lots of chat about this when the mini came out, there 
 wasn't anything then and I don't want to do one of the version or device 
 name hacks. Is there yet an API point for this?
 ___
 
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Roland King
No I clearly said in my very first message 

I know there was lots of chat about this when the mini came out, there 
wasn't anything then and I don't want to do one of the version or device name 
hacks. Is there yet an API point for this? 

If there isn't a proper API point for it, then I'm not doing it. 
 
On 26 Nov, 2013, at 9:20 pm, Maxthon Chan xcvi...@me.com wrote:

 Well you just need to detect the device and the numbers are constant:
 
 Screen information:
 
 iPhone 2G/3G/3GS, iPod touch 1G/2G/3G: 320x480px, 163dpi
 iPad mini 1G: 1024x768px, 163dpi
 
 iPhone 4/4S, iPod touch 4G: 640x960px, 326dpi
 iPhone 5/5C/5S, iPod touch 5G: 640x1136px, 326dpi
 iPad mini 2G: 2048x1536px, 326dpi
 
 iPad 1G/2: 1024x768px, 132dpi
 iPad 3G/4G/Air: 2048x1536px, 264dpi
 
 Device model identifier (readable from uname(2)):
 
 iPhone1,1 = iPhone 2G
 iPhone1,2 = iPhone 3G
 iPhone2,1 = iPhone 3GS
 iPhone3,* = iPhone 4
 iPhone4,1 = iPhone 4S
 iPhone5,{1..3} = iPhone 5
 iPhone5,{4..6} = iPhone 5C
 iPhone6,* = iPhone 5S
 
 iPod1,1 = iPod touch 1G
 iPod2,1 = iPod touch 2G
 iPod3,1 = iPod touch 3G
 iPod4,1 = iPod touch 4G
 iPod5,1 = iPod touch 5G
 
 iPad1,1 = iPad 1G
 iPad2,{1..4} = iPad 2
 iPad2,{5..7} = iPad mini 1G
 iPad3,{1..3} = iPad 3G
 iPad3,{4..6} = iPad 4G
 iPad4,{1..3} = iPad Air
 iPad4,{4..6} = iPad mini 2G
 
 On Nov 26, 2013, at 16:57, Roland King r...@rols.org wrote:
 
 no that just gives you the total number of pixels on the screen, I know 
 that, that's not a problem. 
 
 That is not the screen physical size (ie X cm x Y cm) and you can't figure 
 out if you want something to be a given physical size, which I did, how many 
 points it should be. In order to know the physical screen size you would 
 need an API point which either returns it directly, or returns the pixel 
 density in px/cm. 
 
 Anyway I went with the suggestion of an earlier poster and scaled up so it 
 was nearly as big as I wanted on the mini, and bigger than I really wanted 
 on the iPad, both using the same pointsize for the elements. And that's not 
 a bad compromise (in fact on the larger iPad the bigger test cards are very 
 clear and you don't really notice they are .. a bit huge). Problem solved, 
 one interface for either of the two sizes of iPad, and the iPhone was never 
 a problem. 
 
 I still would like that API point, I shall file a bug which will be duped. 
 
 On 26 Nov, 2013, at 4:18 pm, Jacky.Seraph Mu jackyser...@gmail.com wrote:
 
 Maybe you can refer to 
 [UIScreen mainScreen].scale and [UIScreen mainScreen].bounds
 
 The scale tells you the pixels per point.
 The bounds provides you the whole screen size in point.
 
 To get the real size per pixel:
 scale * bounds
 
 
 Cheers
 
 Jack.S Mu
 
 
 
 2013/11/25 Roland King r...@rols.org
 Is there yet a supported way of finding out the actual screen size (or 
 equivalently pixel density) on an iOS screen?
 
 I have an app, uses autolayout, works fine on iPhone (one storyboard), iPad 
 (another storyboard) and mostly looks fine between iPad and iPad mini. One 
 screen however has a number of test 'cards' on it. On the phone one card == 
 one screen looks great. On a full-sized iPad, about 6 to a page is clear, 
 on a mini however 6 is not ideal and 4, or 3, looks much better and is much 
 clearer to test. That's one of the fairly rare cases where one size doesn't 
 fit all and knowing the actual screen dimensions would make a better user 
 experience.
 
 I know there was lots of chat about this when the mini came out, there 
 wasn't anything then and I don't want to do one of the version or device 
 name hacks. Is there yet an API point for this?
 ___
 
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Maxthon Chan
There is not any known public API for that. You can use the device type reading 
as a default and offer user an calibration option.

On Nov 26, 2013, at 21:34, Roland King r...@rols.org wrote:

 No I clearly said in my very first message 
 
   I know there was lots of chat about this when the mini came out, there 
 wasn't anything then and I don't want to do one of the version or device name 
 hacks. Is there yet an API point for this? 
 
 If there isn't a proper API point for it, then I'm not doing it. 
  
 On 26 Nov, 2013, at 9:20 pm, Maxthon Chan xcvi...@me.com wrote:
 
 Well you just need to detect the device and the numbers are constant:
 
 Screen information:
 
 iPhone 2G/3G/3GS, iPod touch 1G/2G/3G: 320x480px, 163dpi
 iPad mini 1G: 1024x768px, 163dpi
 
 iPhone 4/4S, iPod touch 4G: 640x960px, 326dpi
 iPhone 5/5C/5S, iPod touch 5G: 640x1136px, 326dpi
 iPad mini 2G: 2048x1536px, 326dpi
 
 iPad 1G/2: 1024x768px, 132dpi
 iPad 3G/4G/Air: 2048x1536px, 264dpi
 
 Device model identifier (readable from uname(2)):
 
 iPhone1,1 = iPhone 2G
 iPhone1,2 = iPhone 3G
 iPhone2,1 = iPhone 3GS
 iPhone3,* = iPhone 4
 iPhone4,1 = iPhone 4S
 iPhone5,{1..3} = iPhone 5
 iPhone5,{4..6} = iPhone 5C
 iPhone6,* = iPhone 5S
 
 iPod1,1 = iPod touch 1G
 iPod2,1 = iPod touch 2G
 iPod3,1 = iPod touch 3G
 iPod4,1 = iPod touch 4G
 iPod5,1 = iPod touch 5G
 
 iPad1,1 = iPad 1G
 iPad2,{1..4} = iPad 2
 iPad2,{5..7} = iPad mini 1G
 iPad3,{1..3} = iPad 3G
 iPad3,{4..6} = iPad 4G
 iPad4,{1..3} = iPad Air
 iPad4,{4..6} = iPad mini 2G
 
 On Nov 26, 2013, at 16:57, Roland King r...@rols.org wrote:
 
 no that just gives you the total number of pixels on the screen, I know 
 that, that's not a problem. 
 
 That is not the screen physical size (ie X cm x Y cm) and you can't figure 
 out if you want something to be a given physical size, which I did, how 
 many points it should be. In order to know the physical screen size you 
 would need an API point which either returns it directly, or returns the 
 pixel density in px/cm. 
 
 Anyway I went with the suggestion of an earlier poster and scaled up so it 
 was nearly as big as I wanted on the mini, and bigger than I really wanted 
 on the iPad, both using the same pointsize for the elements. And that's not 
 a bad compromise (in fact on the larger iPad the bigger test cards are very 
 clear and you don't really notice they are .. a bit huge). Problem solved, 
 one interface for either of the two sizes of iPad, and the iPhone was never 
 a problem. 
 
 I still would like that API point, I shall file a bug which will be duped. 
 
 On 26 Nov, 2013, at 4:18 pm, Jacky.Seraph Mu jackyser...@gmail.com wrote:
 
 Maybe you can refer to 
 [UIScreen mainScreen].scale and [UIScreen mainScreen].bounds
 
 The scale tells you the pixels per point.
 The bounds provides you the whole screen size in point.
 
 To get the real size per pixel:
 scale * bounds
 
 
 Cheers
 
 Jack.S Mu
 
 
 
 2013/11/25 Roland King r...@rols.org
 Is there yet a supported way of finding out the actual screen size (or 
 equivalently pixel density) on an iOS screen?
 
 I have an app, uses autolayout, works fine on iPhone (one storyboard), 
 iPad (another storyboard) and mostly looks fine between iPad and iPad 
 mini. One screen however has a number of test 'cards' on it. On the phone 
 one card == one screen looks great. On a full-sized iPad, about 6 to a 
 page is clear, on a mini however 6 is not ideal and 4, or 3, looks much 
 better and is much clearer to test. That's one of the fairly rare cases 
 where one size doesn't fit all and knowing the actual screen dimensions 
 would make a better user experience.
 
 I know there was lots of chat about this when the mini came out, there 
 wasn't anything then and I don't want to do one of the version or device 
 name hacks. Is there yet an API point for this?
 ___
 
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Igor Elland
 If there isn't a proper API point for it, then I'm not doing it. 

I’m quite sure there’s no public API to get the physical screen size or 
otherwise differentiate between the regular size screen iPad and the mini. 
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Maxthon Chan
There is no reason for Apple to provide such an clearly redundant API point. 
Developers can somehow predict the new devices’ identifiers and the sizes are 
largely correctly guessed so a quick table look-up will work very well.

On Nov 26, 2013, at 21:38, Igor Elland igor.ell...@me.com wrote:

 If there isn't a proper API point for it, then I'm not doing it. 
 
 I’m quite sure there’s no public API to get the physical screen size or 
 otherwise differentiate between the regular size screen iPad and the mini.


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Roland King
Rubbish. 

And any reading of the Apple Dev Forums will find many messages from Apple 
engineers telling you NOT to do that, NOT to guess, NOT to make assumptions 
based on what you think identifiers are or are going to be and to stick to the 
API points there are. They also ask people file bug reports with use cases 
about why one might need the physical device screen size, which I have done. 

On 26 Nov, 2013, at 9:41 pm, Maxthon Chan xcvi...@me.com wrote:

 There is no reason for Apple to provide such an clearly redundant API point. 
 Developers can somehow predict the new devices’ identifiers and the sizes are 
 largely correctly guessed so a quick table look-up will work very well.
 
 On Nov 26, 2013, at 21:38, Igor Elland igor.ell...@me.com wrote:
 
 If there isn't a proper API point for it, then I'm not doing it. 
 
 I’m quite sure there’s no public API to get the physical screen size or 
 otherwise differentiate between the regular size screen iPad and the mini.
 


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Maxthon Chan
Then why the hell in the five years of public iOS API, Apple always decided 
against a public API point for that?

To me, I think an API like that suggests possible fragmentation just like what 
plagued the system you-know-what and Apple clearly does not want that come into 
happening. Also, reading identifiers for released devices can be quite accurate.

On Nov 26, 2013, at 21:45, Roland King r...@rols.org wrote:

 Rubbish. 
 
 And any reading of the Apple Dev Forums will find many messages from Apple 
 engineers telling you NOT to do that, NOT to guess, NOT to make assumptions 
 based on what you think identifiers are or are going to be and to stick to 
 the API points there are. They also ask people file bug reports with use 
 cases about why one might need the physical device screen size, which I have 
 done. 
 
 On 26 Nov, 2013, at 9:41 pm, Maxthon Chan xcvi...@me.com wrote:
 
 There is no reason for Apple to provide such an clearly redundant API point. 
 Developers can somehow predict the new devices’ identifiers and the sizes 
 are largely correctly guessed so a quick table look-up will work very well.
 
 On Nov 26, 2013, at 21:38, Igor Elland igor.ell...@me.com wrote:
 
 If there isn't a proper API point for it, then I'm not doing it. 
 
 I’m quite sure there’s no public API to get the physical screen size or 
 otherwise differentiate between the regular size screen iPad and the mini.
 
 


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Igor Elland
Can we have a moderator here closing this thread? It clearly devolved into 
ramblings against policy.


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Marcelo Alves


 Then why the hell in the five years of public iOS API, Apple always decided 
 against a public API point for that?
 

Probably because there’s no way to accurately know the physical screen size of 
a device attached via AirPlay or HDMI cable. The API would break in such cases.

(And the same argument applies to adding more / less content on iPad mini 
screen because of its physical dimensions. It’s a bad UX choice IMHO)

:: marcelo.alves


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Igor Elland
 Probably because there’s no way to accurately know the physical screen size 
 of a device attached via AirPlay or HDMI cable. The API would break in such 
 cases.
 
 (And the same argument applies to adding more / less content on iPad mini 
 screen because of its physical dimensions. It’s a bad UX choice IMHO)
 
 :: marcelo.alves
 

Precisely. 
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Maxthon Chan
So I think here is the equation:

If you need precise device size, you have to rely on device model, for both 
built-in and external screens.
To make that mapping possible, you need some method of reading the device model 
and search a database.
Reading model number is easy for main device screen and HDMI screen (using 
uname(2) and I2C respectively) but AirPlay can be trickier.
Building such an database is impossible for screens over Airplay or HDMI, let 
alone display settings on the device may also affect the results.
Hence, if your only concern is the main display, read uname(2) and use a small 
database of Apple devices.

On Nov 26, 2013, at 22:36, Igor Elland igor.ell...@me.com wrote:

 Probably because there’s no way to accurately know the physical screen size 
 of a device attached via AirPlay or HDMI cable. The API would break in such 
 cases.
 
 (And the same argument applies to adding more / less content on iPad mini 
 screen because of its physical dimensions. It’s a bad UX choice IMHO)
 
 :: marcelo.alves
 
 
 Precisely. 
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Roland King
I would say because the mini is currently 1 year old. Before that we had iPhone 
and iPad and they had their own per-type resources in storyboard or nib or xib. 
The switch to a slightly larger iPhone screen was in most cases very elegantly 
sorted out with autolayout, a technology Apple conveniently introduced at the 
time, and it works very well. Basically you designed your nib for a device and 
the size of the controls, in physical terms, didn't change much. 

Then came the mini. 

I think there was a reasonable belief that the iPad original size vs iPad mini 
size wouldn't be an issue. You have the same number of points (and now pixels) 
on the screen, controls are a little smaller physically but it normally works 
just scaled, it certainly has for the other projects I have which are deployed 
on mini. That was a pretty good base case assumption. I finally got to a 
project where the physical on-screen size of an element makes some difference. 
So I filed the bug report with the use-case and I hope that there will one-day 
be an API point for this so views which really care about size can be .. that 
size (someone surely has wanted to make an iPad ruler, there's a great 
use-case). 

Until then, re-designing that one screen for the mini and letting it scale up 
for the normal iPad worked very well, so perhaps Apple were right in the first 
place, one iPad size does fit all, just not the size I started with. 

I stick to public APIs, file bug reports when I think it's lacking and attempt 
to follow the advice of Apple engineers even when it seems there's a cheap and 
easy way around them, that normally leads to the most maintainable, 
sustainable, code. 

On 26 Nov, 2013, at 10:16 pm, Maxthon Chan xcvi...@me.com wrote:

 Then why the hell in the five years of public iOS API, Apple always decided 
 against a public API point for that?
 
 To me, I think an API like that suggests possible fragmentation just like 
 what plagued the system you-know-what and Apple clearly does not want that 
 come into happening. Also, reading identifiers for released devices can be 
 quite accurate.
 
 On Nov 26, 2013, at 21:45, Roland King r...@rols.org wrote:
 
 Rubbish. 
 
 And any reading of the Apple Dev Forums will find many messages from Apple 
 engineers telling you NOT to do that, NOT to guess, NOT to make assumptions 
 based on what you think identifiers are or are going to be and to stick to 
 the API points there are. They also ask people file bug reports with use 
 cases about why one might need the physical device screen size, which I have 
 done. 
 
 On 26 Nov, 2013, at 9:41 pm, Maxthon Chan xcvi...@me.com wrote:
 
 There is no reason for Apple to provide such an clearly redundant API 
 point. Developers can somehow predict the new devices’ identifiers and the 
 sizes are largely correctly guessed so a quick table look-up will work very 
 well.
 
 On Nov 26, 2013, at 21:38, Igor Elland igor.ell...@me.com wrote:
 
 If there isn't a proper API point for it, then I'm not doing it. 
 
 I’m quite sure there’s no public API to get the physical screen size or 
 otherwise differentiate between the regular size screen iPad and the mini.
 
 
 


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Maxthon Chan
If you read the data sheet I sent, you will find out that iPad mini have the 
same pixel density as iPhones, iPad mini 1G = iPhone 2G and iPad mini 2G = 
iPhone 4. So the situation would be that on iPad mini the developers may want 
to use iPhone-sized UI with an iPad-sized layout.

On Nov 26, 2013, at 22:51, Roland King r...@rols.org wrote:

 I would say because the mini is currently 1 year old. Before that we had 
 iPhone and iPad and they had their own per-type resources in storyboard or 
 nib or xib. The switch to a slightly larger iPhone screen was in most cases 
 very elegantly sorted out with autolayout, a technology Apple conveniently 
 introduced at the time, and it works very well. Basically you designed your 
 nib for a device and the size of the controls, in physical terms, didn't 
 change much. 
 
 Then came the mini. 
 
 I think there was a reasonable belief that the iPad original size vs iPad 
 mini size wouldn't be an issue. You have the same number of points (and now 
 pixels) on the screen, controls are a little smaller physically but it 
 normally works just scaled, it certainly has for the other projects I have 
 which are deployed on mini. That was a pretty good base case assumption. I 
 finally got to a project where the physical on-screen size of an element 
 makes some difference. So I filed the bug report with the use-case and I hope 
 that there will one-day be an API point for this so views which really care 
 about size can be .. that size (someone surely has wanted to make an iPad 
 ruler, there's a great use-case). 
 
 Until then, re-designing that one screen for the mini and letting it scale up 
 for the normal iPad worked very well, so perhaps Apple were right in the 
 first place, one iPad size does fit all, just not the size I started with. 
 
 I stick to public APIs, file bug reports when I think it's lacking and 
 attempt to follow the advice of Apple engineers even when it seems there's a 
 cheap and easy way around them, that normally leads to the most maintainable, 
 sustainable, code. 
 
 On 26 Nov, 2013, at 10:16 pm, Maxthon Chan xcvi...@me.com wrote:
 
 Then why the hell in the five years of public iOS API, Apple always decided 
 against a public API point for that?
 
 To me, I think an API like that suggests possible fragmentation just like 
 what plagued the system you-know-what and Apple clearly does not want that 
 come into happening. Also, reading identifiers for released devices can be 
 quite accurate.
 
 On Nov 26, 2013, at 21:45, Roland King r...@rols.org wrote:
 
 Rubbish. 
 
 And any reading of the Apple Dev Forums will find many messages from Apple 
 engineers telling you NOT to do that, NOT to guess, NOT to make assumptions 
 based on what you think identifiers are or are going to be and to stick to 
 the API points there are. They also ask people file bug reports with use 
 cases about why one might need the physical device screen size, which I 
 have done. 
 
 On 26 Nov, 2013, at 9:41 pm, Maxthon Chan xcvi...@me.com wrote:
 
 There is no reason for Apple to provide such an clearly redundant API 
 point. Developers can somehow predict the new devices’ identifiers and the 
 sizes are largely correctly guessed so a quick table look-up will work 
 very well.
 
 On Nov 26, 2013, at 21:38, Igor Elland igor.ell...@me.com wrote:
 
 If there isn't a proper API point for it, then I'm not doing it. 
 
 I’m quite sure there’s no public API to get the physical screen size or 
 otherwise differentiate between the regular size screen iPad and the mini.
 
 
 
 


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Igor Elland

On 26 Nov 2013, at 15:51, Roland King r...@rols.org wrote:

 Until then, re-designing that one screen for the mini and letting it scale up 
 for the normal iPad worked very well, so perhaps Apple were right in the 
 first place, one iPad size does fit all, just not the size I started with. 

I think following the HIG specifications for size really helps here, when 
there’s nothing smaller than the smallest suggested sizes, they do translate 
fairly well. But if you have really busy UIs with smaller controls than the HIG 
recommends, than designing “for the Mini first” should help prevent and 
elucidate such cases.

 
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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Fritz Anderson
On 26 Nov 2013, at 12:53 AM, Rick Mann rm...@latencyzero.com wrote:

 On Nov 25, 2013, at 21:11 , Luther Baker lutherba...@gmail.com wrote:
 
 Maybe I am missing something - but I just created a new Tab based project
 and dropped a UITableView directly on the FirstViewController, under the
 View node in the expanding tree. If I right click on the UITableView, I
 see both the delegate and datasource outlets. I can click them and easily
 drag/connect to the parent First View Controller.
 
 Do you mean something else?
 
 You can't put a UITableViewController into a Container View, and link from 
 the UITVC back to the containing view controller.

Sure you can (if I understand you correctly). The containment segue has an 
identifier, and you can capture the .destinationViewController in 
-prepareForSegue:sender:. Bear in mind that no other NIB loading has been done 
at that point.

— F


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Roland King
Your data sheet is pointless if there is no way, using public, future-proof, 
Apple-provided API, to reliably figure out where in that datasheet you are. If 
I wanted to hack my way around the Apple ecosystem I wouldn't have asked the 
question, I'm perfectly capable of tabulating current devices, their screen 
resolutions, current sizes and device IDS, guessing what might happen in the 
future and putting lots of ifs in my layout. But that wasn't my question and it 
isn't how I work, I didn't ask for a hack, I asked if there was yet an 
Apple-supported API to deduce this information programatically, directly, and 
there still isn't. So I did the next best thing and gave up the idea of having 
fixed-world-sized views between ipad and ipad mini and found one screen size 
which works ok for either; then filed the bug report. 

On 26 Nov, 2013, at 10:54 pm, Maxthon Chan xcvi...@me.com wrote:

 If you read the data sheet I sent, you will find out that iPad mini have the 
 same pixel density as iPhones, iPad mini 1G = iPhone 2G and iPad mini 2G = 
 iPhone 4. So the situation would be that on iPad mini the developers may want 
 to use iPhone-sized UI with an iPad-sized layout.
 
 On Nov 26, 2013, at 22:51, Roland King r...@rols.org wrote:
 
 I would say because the mini is currently 1 year old. Before that we had 
 iPhone and iPad and they had their own per-type resources in storyboard or 
 nib or xib. The switch to a slightly larger iPhone screen was in most cases 
 very elegantly sorted out with autolayout, a technology Apple conveniently 
 introduced at the time, and it works very well. Basically you designed your 
 nib for a device and the size of the controls, in physical terms, didn't 
 change much. 
 
 Then came the mini. 
 
 I think there was a reasonable belief that the iPad original size vs iPad 
 mini size wouldn't be an issue. You have the same number of points (and now 
 pixels) on the screen, controls are a little smaller physically but it 
 normally works just scaled, it certainly has for the other projects I have 
 which are deployed on mini. That was a pretty good base case assumption. I 
 finally got to a project where the physical on-screen size of an element 
 makes some difference. So I filed the bug report with the use-case and I 
 hope that there will one-day be an API point for this so views which really 
 care about size can be .. that size (someone surely has wanted to make an 
 iPad ruler, there's a great use-case). 
 
 Until then, re-designing that one screen for the mini and letting it scale 
 up for the normal iPad worked very well, so perhaps Apple were right in the 
 first place, one iPad size does fit all, just not the size I started with. 
 
 I stick to public APIs, file bug reports when I think it's lacking and 
 attempt to follow the advice of Apple engineers even when it seems there's a 
 cheap and easy way around them, that normally leads to the most 
 maintainable, sustainable, code. 
 
 On 26 Nov, 2013, at 10:16 pm, Maxthon Chan xcvi...@me.com wrote:
 
 Then why the hell in the five years of public iOS API, Apple always decided 
 against a public API point for that?
 
 To me, I think an API like that suggests possible fragmentation just like 
 what plagued the system you-know-what and Apple clearly does not want that 
 come into happening. Also, reading identifiers for released devices can be 
 quite accurate.
 
 On Nov 26, 2013, at 21:45, Roland King r...@rols.org wrote:
 
 Rubbish. 
 
 And any reading of the Apple Dev Forums will find many messages from Apple 
 engineers telling you NOT to do that, NOT to guess, NOT to make 
 assumptions based on what you think identifiers are or are going to be and 
 to stick to the API points there are. They also ask people file bug 
 reports with use cases about why one might need the physical device screen 
 size, which I have done. 
 
 On 26 Nov, 2013, at 9:41 pm, Maxthon Chan xcvi...@me.com wrote:
 
 There is no reason for Apple to provide such an clearly redundant API 
 point. Developers can somehow predict the new devices’ identifiers and 
 the sizes are largely correctly guessed so a quick table look-up will 
 work very well.
 
 On Nov 26, 2013, at 21:38, Igor Elland igor.ell...@me.com wrote:
 
 If there isn't a proper API point for it, then I'm not doing it. 
 
 I’m quite sure there’s no public API to get the physical screen size or 
 otherwise differentiate between the regular size screen iPad and the 
 mini.
 
 
 
 
 


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Re: iOS screen physical size (or px density)

2013-11-26 Thread Roland King
Design for mini I agree with. I never had a mini before last weekend and 
didn't realise what looked great on a full-size didn't work scaled down but 
what looked great on a mini still looked ok scaled up. I'm going to be just as 
conscious of mini vs normal as I have been iPhone vs iPad paradigm from now on. 

On 26 Nov, 2013, at 10:54 pm, Igor Elland igor.ell...@me.com wrote:

 
 On 26 Nov 2013, at 15:51, Roland King r...@rols.org wrote:
 
 Until then, re-designing that one screen for the mini and letting it scale 
 up for the normal iPad worked very well, so perhaps Apple were right in the 
 first place, one iPad size does fit all, just not the size I started with. 
 
 I think following the HIG specifications for size really helps here, when 
 there’s nothing smaller than the smallest suggested sizes, they do translate 
 fairly well. But if you have really busy UIs with smaller controls than the 
 HIG recommends, than designing “for the Mini first” should help prevent and 
 elucidate such cases.
 
  

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NSTask and 10.9

2013-11-26 Thread koko
I need to remove hidden files from removable media and have been doing so 
successfully until 10.9.

I use NSTask as follows:

NSTask *task;
task = [[NSTask alloc] init];
[task setLaunchPath:rootScriptPath];
[task setArguments:[NSArray arrayWithObjects:rootpath, nil]];   
[task waitUntilExit];
[task launch];
[task release];


where rootScriptPath is from:

NSString *rootScriptPath = [[NSBundle mainBundle] 
pathForResource:@DeleteHiddenRoot ofType:nil];

and DeleteHiddenRoot is:

#!/bin/sh
rm -dfR $1.f*
rm -dfR $1._*
rm -dfR $1.DS*
rm -dfR $1.S*
chmod ugo+rw $1.Trashes
rm -dfR $1.T*


finally, rootpath is from:

NSArray *pathComponents = [[NSString stringWithCString:(const char*)dir 
encoding:NSASCIIStringEncoding] pathComponents];
NSString *mediapath = [pathComponents objectAtIndex:0];
mediapath = [mediapath stringByAppendingPathComponent:[pathComponents 
objectAtIndex:1]];
mediapath = [mediapath stringByAppendingPathComponent:[pathComponents 
objectAtIndex:2]];
NSString *rootpath = [mediapath stringByAppendingString:@/];


This works just fine up to and including 10.8.5 BUT throws an exception at 
[task launch] on 10.9

Google reveals nothing about this … at first I thought that sh was not 
available but in Terminal on 10.9 entering !#/bin/sh puts you into sh

any help is much appreciated … !

-koko


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Re: NSTask and 10.9

2013-11-26 Thread Kyle Sluder
On Tue, Nov 26, 2013, at 07:47 AM, koko wrote:

 This works just fine up to and including 10.8.5 BUT throws an exception
 at [task launch] on 10.9

What is the exception?

--Kyle Sluder
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Re: NSTask and 10.9

2013-11-26 Thread Pax
Why would you delete files in this manner? It's more efficient to delete them 
directly from your Objective C code, thus:

NSArray *fileArray = [@path1,@path2];
for (NSString *filename in fileArray)
{
[fileMgr removeItemAtPath:filename error:NULL];
}

You already know what paths you need to use…

I hope that this helps.


On 26 Nov 2013, at 15:47, koko k...@highrolls.net wrote:

 I need to remove hidden files from removable media and have been doing so 
 successfully until 10.9.
 
 I use NSTask as follows:
 
 NSTask *task;
 task = [[NSTask alloc] init];
 [task setLaunchPath:rootScriptPath];  
 [task setArguments:[NSArray arrayWithObjects:rootpath, nil]]; 
 [task waitUntilExit];
 [task launch];
 [task release];
 
 
 where rootScriptPath is from:
 
 NSString *rootScriptPath = [[NSBundle mainBundle] 
 pathForResource:@DeleteHiddenRoot ofType:nil];
 
 and DeleteHiddenRoot is:
 
 #!/bin/sh
 rm -dfR $1.f*
 rm -dfR $1._*
 rm -dfR $1.DS*
 rm -dfR $1.S*
 chmod ugo+rw $1.Trashes
 rm -dfR $1.T*
 
 
 finally, rootpath is from:
 
   NSArray *pathComponents = [[NSString stringWithCString:(const char*)dir 
 encoding:NSASCIIStringEncoding] pathComponents];
   NSString *mediapath = [pathComponents objectAtIndex:0];
   mediapath = [mediapath stringByAppendingPathComponent:[pathComponents 
 objectAtIndex:1]];
   mediapath = [mediapath stringByAppendingPathComponent:[pathComponents 
 objectAtIndex:2]];
NSString *rootpath = [mediapath stringByAppendingString:@/];
 
 
 This works just fine up to and including 10.8.5 BUT throws an exception at 
 [task launch] on 10.9
 
 Google reveals nothing about this … at first I thought that sh was not 
 available but in Terminal on 10.9 entering !#/bin/sh puts you into sh
 
 any help is much appreciated … !
 
 -koko
 
 
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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Luther Baker
Right, that seems obviously like fighting the SDK.

My suggestion is around rolling your own. IE, I would wire up and drop a 
UITableView on a parent view controller, I wouldn't drop a 
UITableViewController on a parent.

For the most part, UITVC is a convenience view controller. If it doesn't work 
out of the box, not hard to roll your own and get the behavior you are looking 
for ... Even still with Xibs.

On Nov 26, 2013, at 12:53 AM, Rick Mann rm...@latencyzero.com wrote:

 
 On Nov 25, 2013, at 21:11 , Luther Baker lutherba...@gmail.com wrote:
 
 Maybe I am missing something - but I just created a new Tab based project
 and dropped a UITableView directly on the FirstViewController, under the
 View node in the expanding tree. If I right click on the UITableView, I
 see both the delegate and datasource outlets. I can click them and easily
 drag/connect to the parent First View Controller.
 
 Do you mean something else?
 
 You can't put a UITableViewController into a Container View, and link from 
 the UITVC back to the containing view controller.
 
 -- 
 Rick
 
 
 

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Re: NSTask and 10.9

2013-11-26 Thread koko

On Nov 26, 2013, at 8:56 AM, Pax 45rpmli...@googlemail.com wrote:

 hy would you delete files in this manner?

Need to wildcard the file names.
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Re: NSTask and 10.9

2013-11-26 Thread Scott Ribe
On Nov 26, 2013, at 9:42 AM, koko k...@highrolls.net wrote:

 
 On Nov 26, 2013, at 8:56 AM, Pax 45rpmli...@googlemail.com wrote:
 
 hy would you delete files in this manner?
 
 Need to wildcard the file names.

Get the directory contents and look for matches, or use glob.



-- 
Scott Ribe
scott_r...@elevated-dev.com
http://www.elevated-dev.com/
(303) 722-0567 voice




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Re: iOS screen physical size (or px density)

2013-11-26 Thread Maxthon Chan
I’d like to say just get rid of the old iPad-sized control design and embrace 
iPhone-sized controls with iPad-styled layout - they will look good on both 
iPad mini and iPhone since they have the same pixel (point) density and when 
regular iPads are used, despite being sub-optimal, the UX will not be shabby as 
well.

On Nov 26, 2013, at 23:13, Roland King r...@rols.org wrote:

 Design for mini I agree with. I never had a mini before last weekend and 
 didn't realise what looked great on a full-size didn't work scaled down but 
 what looked great on a mini still looked ok scaled up. I'm going to be just 
 as conscious of mini vs normal as I have been iPhone vs iPad paradigm from 
 now on. 
 
 On 26 Nov, 2013, at 10:54 pm, Igor Elland igor.ell...@me.com wrote:
 
 
 On 26 Nov 2013, at 15:51, Roland King r...@rols.org wrote:
 
 Until then, re-designing that one screen for the mini and letting it scale 
 up for the normal iPad worked very well, so perhaps Apple were right in the 
 first place, one iPad size does fit all, just not the size I started with. 
 
 I think following the HIG specifications for size really helps here, when 
 there’s nothing smaller than the smallest suggested sizes, they do translate 
 fairly well. But if you have really busy UIs with smaller controls than the 
 HIG recommends, than designing “for the Mini first” should help prevent and 
 elucidate such cases.
 
  
 

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Re: NSTask and 10.9

2013-11-26 Thread Pax
So:

NSFileManager *fileMgr = [NSFileManager defaultManager];

NSArray *contents = [fileMgr contentsOfDirectoryAtPath:path 
error:nil];
for (NSString *item in contents)
{
if ([item rangeOfString:wildcard].location !=NSNotFound)
{
[fileMgr removeItemAtPath:item error:NULL];
}
}

Please note that I haven't tested this - I've just pulled it out of my, erm, 
head.  This is just the approach that I'd take.  Change path and wildcard 
as appropriate.

On 26 Nov 2013, at 16:42, koko k...@highrolls.net wrote:

 
 On Nov 26, 2013, at 8:56 AM, Pax 45rpmli...@googlemail.com wrote:
 
 hy would you delete files in this manner?
 
 Need to wildcard the file names.

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Re: NSTask and 10.9

2013-11-26 Thread Kyle Sluder
On Tue, Nov 26, 2013, at 09:37 AM, koko wrote:
 
 On Nov 26, 2013, at 10:26 AM, Kyle Sluder k...@ksluder.com wrote:
 
  Error 2 is ENOENT. The path you passed to -setLaunchPath: does not exist.
  
 
 
 Not possible as 
 
 [task setLaunchPath:rootScriptPath];
 
 where rootScriptPath is NSString *rootScriptPath = [[NSBundle mainBundle]
 pathForResource:@DeleteHiddenRoot ofType:nil];

Well, you never actually proved that this method returns something other
than nil. But we'll assume you verified that even passing a hardcoded,
known-good path to -setLaunchPath: causes the same symptoms.

 
 so do you know if Mavericks disallows NSTask access to the App Bundle?
 

Perhaps.

Starting in Mavericks, all the binaries within a signed bundle must be
themselves signed before the bundle is signed, because their signatures
form part of the bundle's designated requirement. I've only seen this
discussed in the context of frameworks, but I would not be surprised if
it also applied to scripts or other tasks launched via posix_spawn.

For more details, see Craig Hockenberry's blog post:
http://furbo.org/2013/10/17/code-signing-and-mavericks/

--Kyle Sluder
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Re: iOS screen physical size (or px density)

2013-11-26 Thread Jeff Kelley
This distinction between iPad-sized controls and iPhone-sized controls is
confusing. On either platform, the guideline has always been to prefer 44
pt by 44 pt touch targets. The iPad having a lower pixel density than the
iPhone (when comparing screens of the same scale) is balanced by users
holding it further from their face. If you find that your iPad UI is too
small on the iPad mini, then it was likely too small to begin with on the
iPad.


Jeff Kelley

slauncha...@gmail.com | @SlaunchaMan https://twitter.com/SlaunchaMan |
jeffkelley.org


On Tue, Nov 26, 2013 at 12:00 PM, Maxthon Chan xcvi...@me.com wrote:

 I’d like to say just get rid of the old iPad-sized control design and
 embrace iPhone-sized controls with iPad-styled layout - they will look good
 on both iPad mini and iPhone since they have the same pixel (point) density
 and when regular iPads are used, despite being sub-optimal, the UX will not
 be shabby as well.

 On Nov 26, 2013, at 23:13, Roland King r...@rols.org wrote:

  Design for mini I agree with. I never had a mini before last weekend
 and didn't realise what looked great on a full-size didn't work scaled down
 but what looked great on a mini still looked ok scaled up. I'm going to be
 just as conscious of mini vs normal as I have been iPhone vs iPad paradigm
 from now on.
 
  On 26 Nov, 2013, at 10:54 pm, Igor Elland igor.ell...@me.com wrote:
 
 
  On 26 Nov 2013, at 15:51, Roland King r...@rols.org wrote:
 
  Until then, re-designing that one screen for the mini and letting it
 scale up for the normal iPad worked very well, so perhaps Apple were right
 in the first place, one iPad size does fit all, just not the size I started
 with.
 
  I think following the HIG specifications for size really helps here,
 when there’s nothing smaller than the smallest suggested sizes, they do
 translate fairly well. But if you have really busy UIs with smaller
 controls than the HIG recommends, than designing “for the Mini first”
 should help prevent and elucidate such cases.
 
  
 

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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Rick Mann

On Nov 26, 2013, at 08:12 , Luther Baker lutherba...@gmail.com wrote:

 For the most part, UITVC is a convenience view controller. If it doesn't work 
 out of the box, not hard to roll your own and get the behavior you are 
 looking for ... Even still with Xibs.

Unfortunately, this does not work if you want to use static table content. You 
can wire it up in IB, but the table calls the data source methods and fails 
(UITVC implements the necessary methods to handle the static content).

If you try to subclass UITVC, then it complains its view is not a UITableView 
(obviously).

-- 
Rick





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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Rick Mann

On Nov 25, 2013, at 21:16 , Luther Baker lutherba...@gmail.com wrote:

 Does the UITableViewController provide something more I'm not seeing?

Yes. Support for static (and probably dynamic) cells.

I'm implementing this using view controller containment, but it's 
extraordinarily cumbersome. First, the non-scrolling view I want to display is 
fairly tightly coupled to the state of the content of the table view.

Second, in one place I have a push segue from a dynamic table view cell to this 
container. In that push, I want to set a model object on the embedded TVC, but 
I can't get at it (the container's childViewControllers is empty at the time of 
the push).

All this because UITVC insists that its table view also be its root view, and 
there's no good reason for that.

-- 
Rick





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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Rick Mann
Augh, it's even worse than I thought. The embedded view controller doesn't get 
to set the navigation bar's items from IB. This is a terrible solution.

On Nov 26, 2013, at 11:32 , Rick Mann rm...@latencyzero.com wrote:

 
 On Nov 26, 2013, at 08:12 , Luther Baker lutherba...@gmail.com wrote:
 
 For the most part, UITVC is a convenience view controller. If it doesn't 
 work out of the box, not hard to roll your own and get the behavior you are 
 looking for ... Even still with Xibs.
 
 Unfortunately, this does not work if you want to use static table content. 
 You can wire it up in IB, but the table calls the data source methods and 
 fails (UITVC implements the necessary methods to handle the static content).
 
 If you try to subclass UITVC, then it complains its view is not a UITableView 
 (obviously).
 
 -- 
 Rick
 
 
 
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Rick





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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Marcelo Alves

 Dynamically at runtime, I'd like to put a fixed banner across the top of a 
 UITableViewController scene with some status information. I want this banner 
 to remain fixed at the top, and for the UITableView to live in a frame below 
 it.
 

Probably I’m missing something or I’m just naïve (or stupid), but what about 
the tableHeaderView (or tableFooterView) property? (not the same as section 
headers)

:: marcelo.alves
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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Rick Mann

On Nov 26, 2013, at 19:18 , Marcelo Alves marcelo.al...@me.com wrote:

 Probably I’m missing something or I’m just naïve (or stupid), but what about 
 the tableHeaderView (or tableFooterView) property? (not the same as section 
 headers)

It scrolls with the table content.

-- 
Rick





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Re: NSTask and 10.9

2013-11-26 Thread Ken Thomases
On Nov 26, 2013, at 9:47 AM, koko wrote:

 NSTask *task;
 task = [[NSTask alloc] init];
 [task setLaunchPath:rootScriptPath];  
 [task setArguments:[NSArray arrayWithObjects:rootpath, nil]]; 
 [task waitUntilExit];
 [task launch];
 [task release];

You have the invocation of -launch and -waitUntilExit in the wrong order.  I 
have no idea what it could mean to wait for the task to exit before it's 
launched.  I wouldn't be surprised if that's what is throwing the exception.

That said, I agree with the suggestion to delete the files from within the 
parent process rather than launching a script to do it.

Regards,
Ken


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Re: Best way to put a fixed view in a UITableViewController scene?

2013-11-26 Thread Kyle Sluder
 On Nov 26, 2013, at 6:06 PM, Rick Mann rm...@latencyzero.com wrote:
 
 Augh, it's even worse than I thought. The embedded view controller doesn't 
 get to set the navigation bar's items from IB. This is a terrible solution.
 

Yeah, this is getting more and more tedious.

My guess is there's a lot of code out there that relies on UITVC.view pointing 
at the table view. You'll notice they did not repeat that mistake with 
UICollectionViewController. But even if they were to divorce the view and 
tableView properties, you shouldn’t muck with the internal layout of a view 
controller’s view hierarchy unless explicitly documented.

Perhaps your best bet at this point is to ditch UITVC and static cells 
altogether, and file a set of radars asking for 1) static cell support for 
non-UITVC-controlled table views, 2) separation of UITVC.view from 
UITVC.tableView, 3) explicit permission override -[UITVC 
viewWillLayoutSubviews] to do custom layout without calling super.

My mantra is that storyboards are the bindings of iOS. They get you 80% of the 
way to covering 80% of use cases; but if you fall off the golden path, you get 
to backtrack all the way.

--Kyle Sluder
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Can't remove autoresizing constraints?

2013-11-26 Thread Rick Mann
In my ongoing experimentation with getting a fixed view above my table view, 
I'm trying to do what I did successfully in the days before autolayout: 
separate the UITV's view and tableView properties. This works, but I can't 
figure out how to make it work with autolayout constraints.

The problem is that IB/iOS create autoresizing mask constraints on the table 
view. By the time I can setTranlates to NO, it's too late, the constraints are 
made. So I try to remove them in -viewDidLoad, by calling:

[self.tableView.superview removeConstraints: self.tableView.constraints]

But this has no effect. I tried calling it on self.tableView, as well. The 
constraints are still there after removal.

I'm doing this in an attempt to programmatically create constraints for both 
the table view and the banner view that live within a programmatically-created 
UIView.

I need the constraints because the banner slides in from the top when shown, 
and slides out when hidden (this part is currently working with the view 
container solution I have).

-- 
Rick





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