auto-rotation

In 7.3/9/2+ Swift how to disable rotation animation, when device rotates?

时光怂恿深爱的人放手 提交于 2019-12-04 17:25:54
问题 This question is strictly about iOS9+ Say you have an ordinary modern app (autolayout, storyboard, universal) which does allow all four rotation positions you want it to autorotate in the normal way, so it will change to your new constraint-based layouts when user rotates device from landscape to portrait But you simply want NO animation during the user rotating the device. You want it to just "click" to the new sideways or upright layout. The only way I have been able to achieve this is by

Align images based on a detected features in Opencv

穿精又带淫゛_ 提交于 2019-12-03 21:46:08
Hi I've a base image and other images that I'd like to rotate with the same angle as the base image. this is my base image. this is an example image that I'd like to rotate. here my full code. #include <stdio.h> #include <iostream> #include "opencv2/core/core.hpp" #include "opencv2/features2d/features2d.hpp" #include "opencv2/highgui/highgui.hpp" #include "opencv2/calib3d/calib3d.hpp" #include "opencv2/nonfree/nonfree.hpp" #include "opencv2/imgproc/imgproc.hpp" #define PI 3.14159265 using namespace cv; using namespace std; void rotate(cv::Mat& src, double angle, cv::Mat& dst) { int len = std:

Xamarin iOS Prevent rotation for specific viewcontroller

二次信任 提交于 2019-12-03 21:38:15
Need to prevent screen rotation on specific view controller I've tried below- public override bool ShouldAutorotateToInterfaceOrientation(UIInterfaceOrientation toInterfaceOrientation) { return false; } public override bool ShouldAutorotate() { return false; } public override UIInterfaceOrientation PreferredInterfaceOrientationForPresentation() { return UIInterfaceOrientation.Portrait; } public override UIInterfaceOrientationMask GetSupportedInterfaceOrientations() { return UIInterfaceOrientationMask.Portrait; } Nothing worked. Thanks in Advance! You can solve this problem with this

In 7.3/9/2+ Swift how to disable rotation animation, when device rotates?

自闭症网瘾萝莉.ら 提交于 2019-12-03 10:16:26
This question is strictly about iOS9+ Say you have an ordinary modern app (autolayout, storyboard, universal) which does allow all four rotation positions you want it to autorotate in the normal way, so it will change to your new constraint-based layouts when user rotates device from landscape to portrait But you simply want NO animation during the user rotating the device. You want it to just "click" to the new sideways or upright layout. The only way I have been able to achieve this is by adding: override func viewWillTransitionToSize(size:CGSize, withTransitionCoordinator coordinator

UIView autorotation issue

对着背影说爱祢 提交于 2019-12-02 17:56:53
问题 I am getting issues in autorotation of a UIView which is nothing but a red line of width 4 and height half of superview's height in landscape mode, and in portrait mode the height is 4 points and width is half of superview width. You can see the issue in the gif. As I rotate from landscape to portrait, the effect of autorotation is not smooth and with distortions. Here is the code. What am I doing wrong? private var myView:UIView! override func viewDidLoad() { super.viewDidLoad() // Do any

UIView autorotation issue

烈酒焚心 提交于 2019-12-02 12:50:05
I am getting issues in autorotation of a UIView which is nothing but a red line of width 4 and height half of superview's height in landscape mode, and in portrait mode the height is 4 points and width is half of superview width. You can see the issue in the gif. As I rotate from landscape to portrait, the effect of autorotation is not smooth and with distortions. Here is the code. What am I doing wrong? private var myView:UIView! override func viewDidLoad() { super.viewDidLoad() // Do any additional setup after loading the view, typically from a nib. myView = UIView(frame: CGRect(x: 0, y: 0,

Autolayout and Device Orientation

旧街凉风 提交于 2019-11-30 20:09:07
I am developing an application which supports portrait and landscape modes . I am using auto layout to arrange my views . As i have been reading many posts and i have realized that developers commonly use one among the following approaches. 1. First approach: Implement the UIViewController:updateConstraints method and update constraints according to device orientation. 2. Second approach: Implement the UIViewController:viewWillLayoutSubviews method and update constraints according to device orientation. Could anyone please tell me what is the best approach to use ? I have been searching for a

How to avoid momentary stretching on autorotation of iOS OpenGL ES apps

醉酒当歌 提交于 2019-11-30 07:17:33
This has been bugging me recently. It is quite straightforward to put together an OpenGL ES app that supports both portrait and landscape. But during autorotation, the system seems to just forcibly stretch the render buffer to the new dimensions once, autorotate, and then call the usual -layoutSubviews -> -resizeFromLayer: etc. so the drawables can be adjusted to the new viewport dimensions. Most apps I've seen that support both portrait and landscape seem to settle for this easy approach. But I wonder if I can do better... Perhaps I should intercept the autorotation before it happens (using

iOS 6 auto rotate confusion

╄→尐↘猪︶ㄣ 提交于 2019-11-30 05:57:15
I have my entire interface in one Storyboard. How can I make most of the ViewControllers only support a portrait orientation while only a couple supporting all orientations. I can't understand apples new auto rotate system. Also, how can I make this backwards compatable to iOS 5? In your Navigation Controller subclass, forward the decision to the top view controller in the stack: -(NSUInteger) supportedInterfaceOrientations { return [self.topViewController supportedInterfaceOrientations]; } Creating a separate storyboard file for this is the worst path to follow, it'll be a maintenance

How to avoid momentary stretching on autorotation of iOS OpenGL ES apps

吃可爱长大的小学妹 提交于 2019-11-29 09:16:07
问题 This has been bugging me recently. It is quite straightforward to put together an OpenGL ES app that supports both portrait and landscape. But during autorotation, the system seems to just forcibly stretch the render buffer to the new dimensions once, autorotate, and then call the usual -layoutSubviews -> -resizeFromLayer: etc. so the drawables can be adjusted to the new viewport dimensions. Most apps I've seen that support both portrait and landscape seem to settle for this easy approach.