superview | small program that takes a 4:3 aspect ratio video file | Video Utils library
kandi X-RAY | superview Summary
kandi X-RAY | superview Summary
This is a small Go program that takes a 4:3 aspect ratio video file, and transforms it to a 16:9 video using the GoPro SuperView method. This means that the image is not naively scaled, but a dynamic scaling is applied where the outer areas are stretched more while the center parts stay close to the original aspect rate. This is not a 1-1 copy of the GoPro algorithm, but an attempt to reach similar quality of output using the open-source FFmpeg encoder. Credits for the idea go to Banelle, who wrote the initial (Python) implementation.
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QUESTION
The sample project is an app that allows people to track the books they've read and their genres. To display the books, we have BookList
view.
ANSWER
Answered 2022-Mar-30 at 08:26I noticed that after you move a row if you drag the sheet down slightly, the table cells re-enter edit mode to match the edit button. If you drag the sheet down another time the cells then exit edit mode! This makes me think there is a bug when List
is inside of a sheet, which I reported as FB9969447. I believe the reason this also happens in your test project is because GenreManager()
is init when a move is done, which the reason for is explained below. As a workaround you could use fullScreenCover
until sheet
is fixed. The editMode
that EditButton
and List
use is part of the environment and sheets have always behaved a bit weird with environment vars so that is probably the reason for the bug. You could also attempt to re-architect your View structs so that GenreManager()
is not init when genres
is changed but that is probably futile given the bug also occurs when the sheet is dragged.
SwiftUI features dependency tracking so if you don't call ForEach(genres)
it no longer runs body when genres
changes. So the problem isn't to do with the Picker
itself, just the fact that body is being called in BookList
when a move is made causing a change to genres
. At the top of body use let _ = Self._printChanges()
you'll see debug output that tells you the reason for running body. FYI there currently a bug where a View init with @FetchRequest
(even with same params) always has body called because of @self changed
- it's because that struct inits a new object instead of using @StateObject
so SwiftUI always thinks the View has changed FB9956812.
So I think what is happening is when the genre list is changed by the move, BookList
calls body (because genres is used in the Picker) and it inits a GenreManager
.
Here is a SwiftUI tip, it's best to restructure your Views so you aren't initing too many layers of things that don't use the data that SwiftUI calls body when it detects changes. I.e. in your BookList when genres changes and body is called you create a NavigationView
, .toolbar
, ToolBarItem
, Menu
and it isn't until Picker
that you actually use the genres. It's more efficient to make a struct that creates genres and uses it immediately in body. E.g. you could make a GenrePicker
struct that does the FetchRequest
and calls Picker
first, pass in a binding to the selection if you need it outside.
QUESTION
I'm trying to get rid of a memory leak associated with an MKMapView. I think the main problem is that I created my entire project without using storyboard as a series of views which I manage by either setting the alpha to 0 or shrinking the view to a height of zero. I have a mapView initialized in ViewController.swift as such:
...ANSWER
Answered 2022-Mar-22 at 20:54You ask:
How to properly allocate/initialize a weak variable?
You should:
Create your object with local variable:
QUESTION
This math is not platform specific and I'll take any language as an answer. This is difficult to explain why I'm doing this, but I'll try to include images.
I have a view (View A) that overlays a map as a container. The purpose is to contain our content while remaining fixed to the map as the user drags the map. That view has a coordinate system where it's origin is in the top left of the screen. It will be our absolute coordinate system, where we are trying to convert the positions to and from.
Next, we have a Rectangle that is formed in the intersection between View A and what is visible on the screen. I achieved that with the following property in my UIView:
...ANSWER
Answered 2022-Mar-18 at 02:47I found the answer and have used Python for legibility.
View A is 1270*680.
QUESTION
I am loading one PDF on PDF view using the PDF kit library. I added one custome view (same like PDF Annotation) on pdf view, and I am allowing users to move/drag that custom view on pdf view(within pdf view/container view) using UIPanGestureRecognizer. Here is a gif,
If you see this gif, there is one problem. That custom view is going outside of the pdf page. I want to restrict it. The custom view should move/drag within the pdf page only. How I can fix this? Is there a solution for it?
Here is the link sample project and all code - https://drive.google.com/file/d/1Ilhd8gp4AAxB_Q9G9swFbe4KQUHbpyGs/view?usp=sharing
Here is some code sample from project,
...ANSWER
Answered 2022-Feb-09 at 07:51I would recommend PDFAnnotation
rather that UIView
for adding content onto the PDFView
.
It is not so easy to compare a UIView's
frame within a PDFView
due to their coordinate systems being different.
Adding a PDFAnnotation
to the PDFView
works in sync with the PDF coordinate system whereas working with UIView, you will need to do some conversions between coordinate spaces and this can be tricky and not so accurate.
Here are some small changes I made to kind of get this to work with a view.
First in your SignatoryXibView
I added this function to show a red border when we are close to the edge
QUESTION
I have an iOS library with Swift package manager. I am trying to run unit tests with swift test
The reason why I am not using xcodebuild
is, I am trying to remove the .xcodeproj
from my source control. Also, there is a warning when we create xcodeproj
with spm, that generate-xcodeproj will be deprecated soon.
TL;DR
This library depends on Lottie
I tried just running swift test
in the root directory, but it gives lot of errors. like /.build/checkouts/lottie-ios/lottie-swift/src/Public/Animation/AnimationView.swift:859:11: error: cannot find 'superview' in scope
I tried
ANSWER
Answered 2022-Mar-07 at 14:58swift test
only works for macOS testing. It does not support cross builds for iOS.
You do not need an existing Xcode project to use xcodebuild
. Run the command, xcodebuild -list
to initialize a Package.swift
file for testing.
See the example here.
QUESTION
I am using below code to move a view inside boundaries of superview, it works fine but I want to use auto layout instead. Below are the initial constraints moveable view should have and when I move it using gesture I want to update trailingConstraints & bottomConstraints.
width - super view width / 4 height = 9/16 of width trailingConstraints = 0 bottomConstraints = 0
Is is possible to use NSPanGestureRecognizer using auto layout?
...ANSWER
Answered 2022-Feb-24 at 14:24Fairly straightforward to do this with auto-layout / constraints...
We'll add var properties for Leading and Top constraints:
QUESTION
I am trying to solve a problem without success and am hoping someone could help.
I have looked for similar posts but haven't been able to find anything which solves my problem.
My Scenario is as follows:
I have a UIView
on which a number of other UIView
s can be placed. These can be moved, scaled and rotated using gesture recognisers (There is no issue here).
The User is able to change the Aspect Ratio of the Main View (the Canvas) and my problem is trying to scale the content of the Canvas to fit into the new destination size.
There are a number of posts with a similar theme e.g:
calculate new size and location on a CGRect
How to create an image of specific size from UIView
But these don't address the changing of ratios multiple times.
My Approach:
When I change the aspect ratio of the canvas, I make use of AVFoundation
to calculate an aspect fitted rectangle which the subviews of the canvas should fit:
ANSWER
Answered 2022-Feb-06 at 10:03Here are a few thoughts and findings while playing around with this
1. Is the right scale factor being used?
The scaling you use is a bit custom and cannot be compared directly to the examples which has just 1 scale factor like 2 or 3. However, your scale factor has 2 dimensions but I see you compensate for this to get the minimum of the width and height scaling:
QUESTION
Given this view with an image that has an overlay:
...ANSWER
Answered 2022-Feb-12 at 09:59The problem is the absolute positioning of the logo. I see two ways:
scale the whole resulting image with .scaleEffect.
Be aware this is a render scaling of the underlying image, it will not be redrawn in the new size, so can become blurry.
QUESTION
In my case:
When I set device to be Iphone SE and run simulator on Ipod touch 7th gen everything is normal and every element is where it should be.
But if I change device to iPhone 11 and run on same simulator (IPod touch 7th gen) almost everything is messed up. Should I always set device to be same as simulator device or it doesn't matter?
The title of this question is also my question: Does Xcode storyboard device and simulator needs to be same ?
Edit:
The upper stack view(username; password) is causing my problem and here is how I made it. First I've added stack view then inside I put two textFields.
Stack view components: Axis: Vertical Alignment: Fill Distribution: Fill Equally Spacing: 30
Stack view constraints:
Alignc Center X to: Safe Area
Top Space to: image(image above stack view) Equals: 17.6
Aspect Ratio to: Superview Instrinct Size(Default) and also everything else is default
Username label has only one constraint and its aspect ratio = 6:1
Button customization is making the problem and here is what I've used:
...ANSWER
Answered 2022-Feb-01 at 18:20OK - so the problem is not with auto-layout...
The problem is that your code is setting the frame of your "bottomLine" layer incorrectly.
Most likely, you're calling your styleTextField()
func in viewDidLoad()
. However, UIKit has not set the frames of the views / UI elements yet.
You need to wait until the frames are set - such as in viewDidLayoutSubviews()
. A new problem will crop up though, as that can be (and usually is) called multiple times, and your code would be creating and adding multiple "bottomLine" layers.
A better option would be to subclass UITextField
and handle the layer frame in layoutSubviews()
.
Here's a quick sample:
QUESTION
So, straight to the point:
I’m using a custom UIViewControllerTransitioningDelegate, that provide a custom UIPresentationController and present/dismiss animations, to animate a view from one view controller to another. When an image is taped in a table view cell in the first view controller, the image is presented in full screen in the second view controller, animating from its position in the table view cell to its position in the presented view controller.
The gifs below shows what is going on. Note that everything works smooth for the present animation, but not for the dismiss animation.
The issue I’m having is that when the dismiss animation fires, it looks like the frame of the animated view gets offset or transformed in a way. And I cant figure out why! The frame at the start of the animation is untouched (by me at least), and the frame at the end of the animation is the same as the frame for the present animation - which works perfectly fine!
Anyone has any idea of what is going on?
The code for my custom UIViewControllerTransitioningDelegate is provided below.
...ANSWER
Answered 2021-Dec-18 at 11:59I managed to figure it out after playing around for a good while. And I think I've had a feeling about what the the problem was all along...
Short answer:
Do not try to animate views by changing their .frame
or .bounds
when using Auto Layout Constraints. Changing these properties might cause undefined behaviour (like the one I experienced). Instead, animate views by changing their constraints or the .center
and/or .transform
property. These properties do not conflict with the layout engine. When querying a view for its size, use the .bounds
property, since this property is more reliable than .frame
when using Auto Layout Constraints.
Slightly longer answer:
Since I was using Auto Layout Constraints all over the place, combining it with manually changing the frames of views during animation did not work. Or more correct - had undefined behaviours. Since the Auto Layout Engine uses constraints to modify the view's frame for you, you should avoid touching the .frame
(and .bounds
) property yourself. Instead, animate your views by changing properties like .center
and .transform
. It seems like these properties do not conflict with Auto Layout, and changes to these properties will be applied to your views after the Auto Layout Engine has done its calculations. Event thought changing the .frame
and .bounds
of the view might work sometimes in combinations with Auto Layout Constraints, like I experienced with my custom presentation animation (which seemed to work flawlessly!), you should really avoid it. A workaround in some cases might be to temporary turn .translatesAutoresizingMaskIntoConstraints == true
, but this is really not a god idea since it causes UIKit to generate Auto Layout Constraints for you, and those constraints might conflict with your own constraints. When querying a view for its size, use the .bounds
property, since this property is more reliable than .frame
when using Auto Layout Constraints and the .transform
property.
Worthy mentions from the Apple documentation:
UIView.center
:
Use this property, instead of the frame property, when you want to change the position of a view. The center point is always valid, even when scaling or rotation factors are applied to the view's transform. Changes to this property can be animated.
UIView.transform
:
In iOS 8.0 and later, the transform property does not affect Auto Layout. Auto layout calculates a view’s alignment rectangle based on its untransformed frame.
Warning: When the value of this property is anything other than the identity transform, the value in the frame property is undefined and should be ignored.
UIView.translatesAutoresizingMaskIntoConstraints
:
If this property’s value is true, the system creates a set of constraints that duplicate the behavior specified by the view’s autoresizing mask. This also lets you modify the view’s size and location using the view’s frame, bounds, or center properties, allowing you to create a static, frame-based layout within Auto Layout.
Note that the autoresizing mask constraints fully specify the view’s size and position; therefore, you cannot add additional constraints to modify this size or position without introducing conflicts. If you want to use Auto Layout to dynamically calculate the size and position of your view, you must set this property to false, and then provide a non ambiguous, nonconflicting set of constraints for the view.
By default, the property is set to true for any view you programmatically create. If you add views in Interface Builder, the system automatically sets this property to false.
For those interested, below is my final code for the custom UIViewControllerTransitioningDelegate
. Only using Auto Layout Constraints, and only modifying the view properties mentioned above.
Note: I'm using TinyConstraints to make writing constraints more pleasant.
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