Question or problem in the Swift programming language:
I added the constraint to the buttons created in my UIView
func CreateButtonWithIndex(index:Int) {
newButton.setTranslatesAutoresizingMaskIntoConstraints(false)
self.view.addSubview(newButton)
let newButtonConstraintL = NSLayoutConstraint(item: newButton, attribute: .Height, relatedBy: .Equal, toItem: nil, attribute: .NotAnAttribute, multiplier: 1.0, constant: 50)
let newButtonConstraintH = NSLayoutConstraint(item: newButton, attribute: .Width, relatedBy: .Equal, toItem: nil, attribute: .NotAnAttribute, multiplier: 1.0, constant: 50)
var newButtonConstraintX = NSLayoutConstraint(item: newButton, attribute: .CenterX, relatedBy: .Equal, toItem: view, attribute: .CenterX, multiplier: 1, constant: CGFloat(riga))
var newButtonConstraintY = NSLayoutConstraint(item: newButton, attribute: .CenterY, relatedBy: .Equal, toItem: view, attribute: .CenterY, multiplier: 1, constant: CGFloat(colonna))
view.addConstraints([newButtonConstraintX,newButtonConstraintY,newButtonConstraintH,newButtonConstraintL])
var pan = UIPanGestureRecognizer(target:self, action:"pan:")
pan.maximumNumberOfTouches = 2
pan.minimumNumberOfTouches = 1
newButton.addGestureRecognizer(pan)
}
func pan(rec:UIPanGestureRecognizer) {
case .Ended:
if let subview = selectedView {
if let button = rec.view as? UIButton {
if let title = button.titleForState(.Normal){
button.setTranslatesAutoresizingMaskIntoConstraints(false)
let line = Float(p.x % snapX)
let column = Float(p.x % snapY)
let constraintL = NSLayoutConstraint(item: button, attribute: .Height, relatedBy: .Equal, toItem: nil, attribute: .NotAnAttribute, multiplier: 1.0, constant: 50)
let constraintH = NSLayoutConstraint(item: button, attribute: .Width, relatedBy: .Equal, toItem: nil, attribute: .NotAnAttribute, multiplier: 1.0, constant: 50)
var constraint2 = NSLayoutConstraint(item: button, attribute: .CenterX, relatedBy: .Equal, toItem: view, attribute: .CenterX, multiplier: 1, constant: CGFloat(line))
var constraint3 = NSLayoutConstraint(item: button, attribute: .CenterY, relatedBy: .Equal, toItem: view, attribute: .CenterY, multiplier: 1, constant: CGFloat(column))
view.addConstraints([constraint2,constraint3,constraintL.constraintH])
}
}
}
}
In My Project my users can move these buttons and then I tried to add more constraints to the buttons recognized but I just get an endless error constraint
"", "", "", ""
Will attempt to recover by breaking constraint
"" "", "", "", ""
Will attempt to recover by breaking constraint
… should I update newButtonConstraintX / Y but I’m not understanding how I can do this ?
How to solve the problem:
Solution 1:
The issue is that you’re adding a new constraint that conflicts with the existing constraint.
You have a few options:
-
Effective in iOS 8, you can set the
activeproperty tofalsefor a constraint before you add a new constraint. -
In iOS versions prior to 8, you would want to remove the old constraints before adding new constraints.
-
Ideally, it’s best to not have to activate/deactivate (or, worse, add and remove) constraints, but rather just modify the
constantproperty of a single constraint. For example in Swift 3/4:class ViewController: UIViewController { private var xConstraint: NSLayoutConstraint! private var yConstraint: NSLayoutConstraint! override func viewDidLoad() { super.viewDidLoad() let label = UILabel() label.text = "x" label.translatesAutoresizingMaskIntoConstraints = false view.addSubview(label) // I don't really need to save references to these, so these are local variables let widthConstraint = label.widthAnchor.constraint(equalToConstant: 50) let heightConstraint = label.heightAnchor.constraint(equalToConstant: 50) // but since I'll be modifying these later, these are class properties xConstraint = label.centerXAnchor.constraint(equalTo: view.centerXAnchor) yConstraint = label.centerYAnchor.constraint(equalTo: view.centerYAnchor) NSLayoutConstraint.activate([widthConstraint, heightConstraint, xConstraint, yConstraint]) let pan = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:))) view.addGestureRecognizer(pan) } private var originalCenter: CGPoint! @objc func handlePan(_ gesture: UIPanGestureRecognizer) { if gesture.state == .began { originalCenter = CGPoint(x: xConstraint.constant, y: yConstraint.constant) } let translation = gesture.translation(in: gesture.view!) xConstraint.constant = originalCenter.x + translation.x yConstraint.constant = originalCenter.y + translation.y } }When the desired effect can be achieved by modifying the
constantof the constraint, that’s generally best.
For Swift 2 syntax, see previous revision of this answer.
Solution 2:
Looks like you are just adding more and more constraint. You can’t do that because they obviously conflict with each other. You are basically saying “put the view at position x = 1, x = 2, x = 3, x = 4 and x = 5”.
You have to remove the old constraints. You have two options to do that.
-
Save the constraints in an array, and remove these constraints from the view before adding new ones.
-
Or you keep a reference to the constraints that change and adjust their properties.
Since your constraints just differ in the constant value you should go for option 2.
Make newButtonConstraintX and newButtonConstraintY a variable of the viewController.
e.g.
class ViewController: UIViewController {
var newButtonConstraintX: NSLayoutConstraint!
var newButtonConstraintY: NSLayoutConstraint!
func CreateButtonWithIndex(index:Int) {
newButtonConstraintX = NSLayoutConstraint(item: newButton, attribute: .CenterX, relatedBy: .Equal, toItem: view, attribute: .CenterX, multiplier: 1, constant: CGFloat(riga))
newButtonConstraintY = NSLayoutConstraint(item: newButton, attribute: .CenterY, relatedBy: .Equal, toItem: view, attribute: .CenterY, multiplier: 1, constant: CGFloat(colonna))
/* ... */
}
func pan(rec:UIPanGestureRecognizer) {
/* ... */
newButtonConstraintX.constant = line
newButtonConstraintY.constant = column
button.layoutIfNeeded()
}
Solution 3:
Update Rob’s Answer to Swift 3:
class ViewController: UIViewController {
private var xConstraint: NSLayoutConstraint!
private var yConstraint: NSLayoutConstraint!
override func viewDidLoad() {
super.viewDidLoad()
let label = UILabel()
label.text = "x"
label.setTranslatesAutoresizingMaskIntoConstraints(false)
view.addSubview(label)
// I don't really need to save references to these, so these are local variables
let widthConstraint = NSLayoutConstraint(item: drugToDrugView, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1.0, constant: 50)
let heightConstraint = NSLayoutConstraint(item: drugToDrugView, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1.0, constant: 50)
// but since I'll be modifying these later, these are class properties
xConstraint = NSLayoutConstraint(item: drugToDrugView, attribute: .centerX, relatedBy: .equal, toItem: view, attribute: .centerX, multiplier: 1.0, constant: 0)
yConstraint = NSLayoutConstraint(item: drugToDrugView, attribute: .centerY, relatedBy: .equal, toItem: view, attribute: .centerY, multiplier: 1.0, constant: 0)
drugToDrugView.addConstraints([widthConstraint, heightConstraint, xConstraint, yConstraint])
let pan = UIPanGestureRecognizer(target: self, action: #selector(handlePan))
view.addGestureRecognizer(pan)
}
private var originalCenter: CGPoint!
func handlePan(gesture: UIPanGestureRecognizer) {
if gesture.state == .began {
originalCenter = CGPoint(x: xConstraint.constant, y: yConstraint.constant)
}
let translation = gesture.translation(in: gesture.view!)
xConstraint.constant = originalCenter.x + translation.x
yConstraint.constant = originalCenter.y + translation.y
view.setNeedsLayout()
}



