scrollView / newText working as designed on simulator and Android, but broken on iOS.

I have written a stopwatch that captures lap times and adds them to a scrollView with a newText object in it. 

New lines are added to the newText during runtime, whenever the lap button is tapped.

On the Corona Labs simulator, there is no limit to the number of lap times a user can add.

On physical Android hardware, there is no limit to the number of lap times a user can add.

On physical iOS hardware, there is a limit to the number of entries a user can add.

The seemingly arbitrary number of entries the iOS newText accepts before hitting a wall is 23. The app still functions, but new lap times are not added to the newText.

Anyone experience similar?

Thank you.

Are you using a singular display.newText() or are you creating multiple display.newText() objects?

In Corona, display.newText() creates a rectangular image texture and is therefore limited to the device’s texture size limits. It’s possible if you’re using a singular display.newText and the length of that text exceeds the device’s texture limit, it will stop.

Rob

First, thank you for the quick reply. My delayed response is due to travel.

I was unaware of the limitation you speak of, but ironically, I started with one newText, for lap times, then tried one newText for every lap time (for better screen rendering), but then went back to my original design of using one newText, which made it easy to copy the contents of the newText to the system pasteboard. I decided my users would live with the newText default double spacing screen rendering. However, I think I can easily store all the lap times in another string var, to write to the pasteboard, and go back to creating multiple newText objects on the fly.

Regards,

PG

I would add the items as a new row in a tableView.  This way you can create many thousands of entries and get built in momentum scrolling too.

Thank you, SGS,

I will try that. I am currently using a scrollView with newText objects, and am actually having some issues with the scrolling (ie. users cannot scroll to the bottom of a scrollView to see all of the lap time entries). Hopefully this will clear that up.

Regards,

PG

Are you using a singular display.newText() or are you creating multiple display.newText() objects?

In Corona, display.newText() creates a rectangular image texture and is therefore limited to the device’s texture size limits. It’s possible if you’re using a singular display.newText and the length of that text exceeds the device’s texture limit, it will stop.

Rob

First, thank you for the quick reply. My delayed response is due to travel.

I was unaware of the limitation you speak of, but ironically, I started with one newText, for lap times, then tried one newText for every lap time (for better screen rendering), but then went back to my original design of using one newText, which made it easy to copy the contents of the newText to the system pasteboard. I decided my users would live with the newText default double spacing screen rendering. However, I think I can easily store all the lap times in another string var, to write to the pasteboard, and go back to creating multiple newText objects on the fly.

Regards,

PG

I would add the items as a new row in a tableView.  This way you can create many thousands of entries and get built in momentum scrolling too.

Thank you, SGS,

I will try that. I am currently using a scrollView with newText objects, and am actually having some issues with the scrolling (ie. users cannot scroll to the bottom of a scrollView to see all of the lap time entries). Hopefully this will clear that up.

Regards,

PG