You will only need a ScrollView
if the contents you have now do not fit in the iPhone screen. (If you are adding the ScrollView
as the superview of the components just to make the TextField
scroll up when keyboard comes up, then it's not needed.)
The standard way to prevent the TextField
s from being covered by the keyboard is to move the view up/down whenever the keyboard is shown.
Here is some sample code:
#define kOFFSET_FOR_KEYBOARD 80.0
-(void)keyboardWillShow {
// Animate the current view out of the way
if (self.view.frame.origin.y >= 0)
{
[self setViewMovedUp:YES];
}
else if (self.view.frame.origin.y < 0)
{
[self setViewMovedUp:NO];
}
}
-(void)keyboardWillHide {
if (self.view.frame.origin.y >= 0)
{
[self setViewMovedUp:YES];
}
else if (self.view.frame.origin.y < 0)
{
[self setViewMovedUp:NO];
}
}
-(void)textFieldDidBeginEditing:(UITextField *)sender
{
if ([sender isEqual:mailTf])
{
//move the main view, so that the keyboard does not hide it.
if (self.view.frame.origin.y >= 0)
{
[self setViewMovedUp:YES];
}
}
}
//method to move the view up/down whenever the keyboard is shown/dismissed
-(void)setViewMovedUp:(BOOL)movedUp
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3]; // if you want to slide up the view
CGRect rect = self.view.frame;
if (movedUp)
{
// 1. move the view's origin up so that the text field that will be hidden come above the keyboard
// 2. increase the size of the view so that the area behind the keyboard is covered up.
rect.origin.y -= kOFFSET_FOR_KEYBOARD;
rect.size.height += kOFFSET_FOR_KEYBOARD;
}
else
{
// revert back to the normal state.
rect.origin.y += kOFFSET_FOR_KEYBOARD;
rect.size.height -= kOFFSET_FOR_KEYBOARD;
}
self.view.frame = rect;
[UIView commitAnimations];
}
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
// register for keyboard notifications
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(keyboardWillShow)
name:UIKeyboardWillShowNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(keyboardWillHide)
name:UIKeyboardWillHideNotification
object:nil];
}
- (void)viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
// unregister for keyboard notifications while not visible.
[[NSNotificationCenter defaultCenter] removeObserver:self
name:UIKeyboardWillShowNotification
object:nil];
[[NSNotificationCenter defaultCenter] removeObserver:self
name:UIKeyboardWillHideNotification
object:nil];
}
I commit my Pods directory. I don't agree that the Pods directory is a build artefact. In fact I'd say it most definitely isn't. It's part of your application source: it won't build without it!
It's easier to think of CocoaPods as a developer tool rather than a build tool. It doesn't build your project, it simply clones and installs your dependencies for you. It shouldn't be necessary to have CocoaPods installed to be able to simply build your project.
By making CocoaPods a dependency of your build, you now need to make sure it's available everywhere you might need to build your project...a team admin needs it, your CI server needs it. You should, as a rule, always be able to clone your source repository and build without any further effort.
Not committing your Pods directory also creates a massive headache if you frequently switch branches. Now you need to run pod install every time you switch branches to make sure your dependencies are correct. This might be less hassle as your dependencies stabilise but early in a project this is a massive time sink.
So, what do I ignore? Nothing. Podfile, the lock file and the Pods directory all get committed. Trust me, it will save you a lot of hassle. What are the cons? A slightly bigger repo? Not the end of the world.
Best Answer
ACB quoted the
UIGestureRecognizer
reference. To make it a little more concrete, suppose you have a view with a pan gesture recognizer attached, and you have these methods in your view controller:And of course the pan gesture recognizer is configured to send the
panGestureRecognizerDidUpdate:
message.Now suppose you touch the view, move your finger enough for the pan gesture to be recognized, and then lift your finger. What does the app print?
If the gesture recognizer has
cancelsTouchesInView
set toYES
, the app will log these messages:You might get more than one
touchesMoved
before the cancel.So, if you set
cancelsTouchesInView
toYES
(the default), the system will cancel the touch before it sends the first message from the gesture recognizer, and you won't get any more touch-related messages for that touch.If the gesture recognizer has
cancelsTouchesInView
set toNO
, the app will log these messages:So, if you set
cancelsTouchesInView
toNO
, the system will continue sending touch-related messages for the gesture touch, interleaved with the gesture recognizer's messages. The touch will end normally instead of being cancelled (unless the system cancels the touch for some other reason, like the home button being pressed during the touch).