views:

376

answers:

2
+1  A: 

Put a break point in advanceToView as this seems to be your only animation code. Everytime it gets called, look at the call stack in the debugger. From here, you can see what is calling this code when they are not supposed to be.

coneybeare
I dropped a break point in advanceToView and verified that it is being called as intended (only once on screen changes initiated by button pushes). I also commented out all of the animation code within the routine and left only [self.vew addSubView:nextView]; I'm still seeing the behavior consistently on a small subset of my viewControllers. I did notice that the animation is not present as I step through the debugger. It is, however, when I run without break points. I'm still stumped. Any indicators here?
Jason George
A: 

After some experimenting I've discovered using initWithFrame corrects the drifting problem.

activeInventoryImage = [[UIImageView alloc] initWithFrame:CGRectMake(258, 7, 20, 20)];
activeInventoryLabel = [[UILabel alloc] initWithFrame:CGRectMake(280, 6, 30, 20)];

I still have no idea what the root cause of the issue is. If anyone could tell me what's going on here I would love to know for future reference.

Jason George