I saw some issues in an early beta of iOS 11 of views not being left where they should be, but I was doing some things “esoterically,” and the bug was fixed in the next release. In the meantime, I used the visual debugger to see what was happening, and I might’ve used that info if it hadn’t been fixed. Try that out to see if anything jumps out at you. -- Gary L. Wade http://www.garywade.com/
> On Oct 6, 2017, at 1:33 PM, Michal L. Wright <m...@raccoonbend.com> wrote: > > Hi, > > I have an app (written in Objective C) that has a UIView that includes a > UITableView and a UIToolbar. The bottom section of the table view is a > UITextView. The Deployment Target is 9.0, and the Base SDK is iOS 11. > > Compiling with Xcode 9.0 and running on iPhone 6s (9.2) in the Simulator, > tapping any of the buttons in the toolbar works fine, with the appropriate > function being called. > > Compiling with Xcode 9.0 and running on iPhone 6s (11.0) in the Simulator, > tapping anywhere in the toolbar initiates editing in the text view. However, > touching and holding on a button in the toolbar for about 3 seconds calls the > associated button function. My actual iPhone 6s running iOS 11.0.1 has the > same problem. > > As a test, I reduced the height of the table view, leaving a fairly large gap > between the bottom of the table view and the top of the toolbar, just to make > sure there wasn’t some kind of overlap. Even tapping in the gap causes the > text view to initiate editing. > > My first assumption had been that the problem was with UIToolbar, but that > doesn’t seem to be the case. Also, I have another view controller that > contains a UIView that contains a UITableView and a UIToolbar, and the the > problem does not occur there. > > In fact, I just tried not adding the toolbar subview, and tapping in the > space where it would normally be still causes the text view to initiate > editing. That seems to point to the UITextView responding to taps outside of > its frame. > > Since Xcode 9 only offers a Base SDK of iOS 11, I switched to Xcode 8.3.3 and > selected a Base SDK of 10.3. > > The problem does not occur on any of the Simulator devices. So, although > Xcode 8.3.3 can’t launch the app on my iPhone running iOS 11.0.1, I decided > to go ahead and release the 8.3.3 version. It runs fine on my 6s, and I’ve > had a number of reports that it’s running fine for a variety of customers > under iOS 11. > > Even though I’ve managed to work around the problem for now, I can’t keep > using Xcode 8.3.3 forever — especially as it is very inconvenient not to be > able to debug the app running on my 6s. > > So, I’d like to figure out if I’m seeing a side effect of something I’m doing > wrong, or if there is a problem with either Xcode 9 or iOS 11 that needs to > be reported. > > The code is rather complex, but I’ll try to create a project that will > isolate the problem. Meanwhile I’m wondering if anyone else has seen anything > similar happening. > > Thanks for any insights, > Mike Wright > > P.S. By the way, I’m 75 years old and would like to retire, but don’t want to > leave my customers in the lurch. If anyone might be interested in taking over > three related products, please email me directly (NOT through this list) and > I’ll tell you what’s involved. > _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com