UITouch is not working with ios8

UITouch is not working with ios8

By : S S
Date : November 19 2020, 12:41 AM
should help you out for all your answers. I got solution by moving irate code from +initialize method of AppDelegate to didFinishLaunchingWithOptions method. My iRate get initialized and configure but don't show popup. May be that's why i was not able to perform any touch on screen.
code :

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UITouch, Drag and Drop not working at all

UITouch, Drag and Drop not working at all

By : rahan mohammed
Date : March 29 2020, 07:55 AM
this one helps. I have a UIView and on the top of him I've got UIButton, UITableView and UINavigationBar. what I want to do is, when you click on the UIButton and drag it, all the view will move to the left side only, until the screen ends. I mean that you can drag the view to the left and when you stop touching, the view will stop where your finger stopped touching the screen.
code :
- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
    NSLog("Touches Began 1");
for (UITouch *touch in touches) {
    //UITouch *touch = [[event allTouches] anyObject];
    CGPoint touchLocation = [touch locationInView:self.view];

    if (CGRectContainsPoint(btnOpen.frame, touchLocation))
        NSLog("Touches Began 2");
        //dragging = YES;
        oldX = touchLocation.x;
        oldY = touchLocation.y;

- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
   // UITouch *touch = [[event allTouches] anyObject];
for (UITouch *touch in touches) {
    CGPoint touchLocation = [touch locationInView:self.view];

    if (CGRectContainsPoint(btnOpen.frame, touchLocation))
        CGRect frame = mainView.frame;
        frame.origin.x = mainView.frame.origin.x + touchLocation.x - oldX;
        frame.origin.y =  mainView.frame.origin.y + touchLocation.y - oldY;
        mainView.frame = frame;
UITouch methods in an object not working properly

UITouch methods in an object not working properly

By : Mohammed
Date : March 29 2020, 07:55 AM
Any of those help The issue is the following variable has global scope in your Button class:
code :
SKShapeNode *button;
@implementation Button
    SKShapeNode *button;

Auto Layout in UICollectionReusableView not working on iOS7 but working on iOS8

Auto Layout in UICollectionReusableView not working on iOS7 but working on iOS8

By : user2997753
Date : March 29 2020, 07:55 AM
should help you out After some hours I've found by chance the origin of the bug.
My UICollectionReusableView was calling [self layoutIfNeeded] after everything has been filled with my model object, and I was calling it again in the Controller after data has been set. So I've remove the call that is made inside the UICollectionReusableView and it works fine now on iOS7. But I still don't understand why it does that with multiple calls to layoutIfNeeded...
Set<UITouch> not working in iOS Swift game

Set<UITouch> not working in iOS Swift game

By : pavanmanideep
Date : March 29 2020, 07:55 AM
With these it helps I am making a game similar to Fruit Ninja using Swift 2.0 in Xcode v7.0. However, in the touchesBegan, touchesMoved, and touchesCancelled override functions, I am getting the three following errors:
code :
let touch =  touches.first as? UITouch
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    if let touch = touches.first {
        // ...
    super.touchesBegan(touches, withEvent:event)
iOS 7 zooming is not working in ScrollView with AutoLayout but working in iOS8/9

iOS 7 zooming is not working in ScrollView with AutoLayout but working in iOS8/9

By : jack
Date : March 29 2020, 07:55 AM
seems to work fine The height and width constraints are causing this in iOS 7. A workaround would be, removing those constraints for iOS 7 and calculate minimumScale manually. in IOS 8 and above, do not change anything.
code :
- (void)viewDidLoad {
    [super viewDidLoad];

    float minimumScale = 1;

    if (floor(NSFoundationVersionNumber) < NSFoundationVersionNumber_iOS_8_0) {
        [self.view removeConstraints:self.heightWidthConstraints];
        minimumScale = self.scrollview.frame.size.width / self.imageView.image.size.width;

    _scrollview.maximumZoomScale = 5;  //Change as per you need
    _scrollview.minimumZoomScale = minimumScale;  //Change as you need
    //_scrollview.zoomScale = minimumScale;
    _scrollview.delegate = self;
    //_scrollview.clipsToBounds = YES;

    [self.scrollview setZoomScale:minimumScale animated:YES];
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