Put UI image to Grid Layout Group Unity C# - grid

I got trouble put the UI image inside Grid Layout Group in Unity.
This What happen. Check the link below.
[IMG] http://i65.tinypic.com/fp2dly.jpg [/IMG]
[IMG] http://i65.tinypic.com/2iudlxe.jpg [/IMG]
Whatever i have done change the Grid Layout Group Component : cell size value, spacing. It end with the same result like the url pic above with image gameobject cut at left side. The image gameobject size did not fix the content from the grid layout group.
When i try to scroll it, it end with same result.
Any idea ?
Thanks

I found the solution myself,
Read this :
http://docs.unity3d.com/ScriptReference/Transform.SetParent.html
example :
childx.transform.SetParent (parentx.gameObject.transform,false);
it solve the problem

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Use this code. It centres the image inside the Grid and doesn't let it overflow while also not giving the dim in pixels. Although the dimension is fixed to square(a x a) but can be changed.
I had the same issue in the past so I am sharing my own code.
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I used this one code finding the system height and width.
QWidget widget;
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QRect rec = QApplication::desktop()->screenGeometry();
int h = rec.height();
int w = rec.width();
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At this link you will find two screenshots that illustrate my problem.
Please resolve to solve my problem. Thanks very much in advance.
When defining the layout of your windows and forms in Qt Designer you have to define each element of your form in advance, in order to have a working layout.
This solution is based on the screenshots provided in the comments to the question. Follow these steps:
Add an empty widget to the central area of your form, if there is nothing there. It will be used as a placeholder for the controls you will add later, and of course you can replace it with whatever widget you want. But you need it there to define a proper layout.
In the property panel, set the horizontal QSizePolicy of this widget to MinimumExpanding.
Add an horizontal spacer to the left side of your progress bar.
Define a minimum/maximum width for the white widget on the left (I guess it's a text area). As an example set the maximum width to 200
pixels.
Make the same for the QTabWidget on the right.
Give a minimum height to the Groupbox on top.
Then give the grid layout to the MainWindow.
You should get something similar in the designer view (I use a dark theme, yours will have different colors of course):
If you complete all steps you should have a nicely resizing window.
For the future: remember to integrally define your layouts, also using placeholder widgets when needed, read carefully the documentation about the widgets size policies (there are several, you need to play with them to fully understand each one) and keep in mind that Qt uses a container based approach which is different, as an example from those used by the .Net framework that relies on the concept of anchors.
EDIT : to answer questions in the comments
You will need to add a layout to any widget that contains other widgets, e.g. adding controls to your groupbox will require to give it a grid, horizontal or vertical layout in order to scale nicely on resize. Again use spacers and size policies to make it look the way you want. If you need to add or remove controls, or change their positions, you may need to brake the layout, rearrange and then set it again.
You can also select groups of widgets and give them a layout e.g. vertical, than another group and set them horizontal and so on... then give a grid layout to the container widget to build a compound layout.
There are endless possibilities, you just need to practice and go through trial and error as for everything else...
You can also do it all programmatically, check the Qt widgets documentation for this. But for complex layouts I would not go that way: it's a lot of code... and you have to compile and run to test every modification.
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UIImageView contain bubble image with resizableImageWithCapInsets. Right now everything is working fine except if text is small string then chat bubble is showing throughout the screen. so I would like to set constraints in such a way that my image view width will be according to label text. So if Label text is small then it will be small width image So it will be resizable according to width of label text. Any idea?
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.
I was thinking about my problem and researching on it and found below solutions. Posting it if it helps other.
So make it dynamic width based on text I put another blank label on right hand side and add constraints with it relative to left hand side controls(image view and label). Below is my final layout of constraints. Then it's working as expected.
Output Screen shot :

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