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Push notifications

Hello,  Our team is trying to provide our users with push notifications, they require these notifications to keep track of relevant information from their projects. The configuration of the environment of our users is within a local network due to the sensitive information with which we work. We believe that Local Push Connectivity is the way to go, but we have a restriction to continue with that solution, which is that the user must keep track of this information, even when it is not within the local network. For now, to keep our current app running out side of the local network, we make use of a VPN. The question now is, is there a way to send our notifications over VPN using Local Push Connectivity or is there another way to keep our connection and show notifications?
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by gvidal.
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Cannot find CFBundleDisplayName in info.plist file

Hi, I have a question, I added CFBundleDisplayName in info.plist file on my app, but unable to see the same when I open the info.plist file under ./Payload/MyAPP.app. **** Additional Details*** Building archive using "xcodebuild -scheme" command(CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO). Generating IPA using "xcodebuild -exportArchive" command. Thanks
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New iPhone 14 pro Max + Back Screen!!

Listen to this. We’re are in an age of booming social media and influencers like we’ve never seen. And more people now are getting into content creation with it being so easy now to reach an audience. To take advantage of a huge opportunity, the new iPhone 14 Pro Max should have a small back side screen side by side with the set of cameras. This will show notifications, alerts, incoming calls, time and weather. Similar to what you can configure your Apple Watch to look like. But here’s the biggest part… when taking photos with the better, clearer, back camera, you can get a mini view of what that camera it’s seeing on that screen on the back of the iPhone. For all of those content creators and selfie takers, this would be a game changer. Creators could take advantage of the iPhone’s amazing back camera and see in real time what that camera is seeing while filming with the iPhone camera, Snapchat, TikTok, Instagram, you name it! The world is changing, don’t be afraid to change with it! The world will thank you for it. “Be like water my friend.” (And put a small helpful high-res screen on the back of the new iPhone 14 Pro Max)
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by Nova01.
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videos not working on afl.com.au

Any fixes coming for videos being black (sound works) for afl app ?
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by mbx469.
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Painting using NSView

There are a lot of tutorials about making iOS painting apps, but is it possible to make such an app for macOS using Swift and Storyboard?
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How could i detect the url on app side after installing the app?

I will send this url to end user, though email or text to install my app. After first time install I want to know the code value and the domain address from that URL. https://apps.apple.com/{countrySortCode}/app/{appName}/id{APPID}?code={codeNumber}&domain={domainName} I have tried using: func scene(_ scene: UIScene, continue userActivity:NSUserActivity) {   } I have also tried using this:    private func application(_ application: UIApplication, continue userActivity: NSUserActivity, restorationHandler: @escaping ([Any]?) -> Void) -> Bool {    // Take decision according to URL     return true   } No luck. Any ideas. How could i will get that url Information after first time installed?
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by Ferrakkem.
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Why is Apple Watch development still so terrible?

In all the years of developing for the Apple Watch, the process of trying to run my app on a physical watch or simulator through Xcode is still an absolute nightmare. I probably waste hours each day trying to get my app running. Either the watch doesn't show as paired in Xcode, or it's stuck setting the watch up for development, or it says it's running but Xcode just hangs, or it just doesn't show up in Xcode at all. I have to do so many combinations of restarting my watch, my iPhone, my Mac to try and get it working again. Sometimes it works, sometimes it doesn't and I just give up for the day. Once I get it running I may have 5 times the app will start properly before going back to not running. When trying to use the simulator the watch keeps coming unpaired with the iPhone and won't run. And it's not possible to use Xcode with an iPhone that has multiple Apple Watches paired to it, which is annoying because I can't have one dedicated watch for testing. I just don't understand after all these years Apple Watch development just keeps getting worse and worse. I'm almost ready to just drop my Watch app completely, it's just not worth the headache we go through trying to develop it.
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by coderkid.
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Brightness drops even with auto-brightness off.

30 seconds into any game and my brightness drop to lower than 50% even though the auto-brightness is off can someone please help! I know this happens because of phone heating but 30 seconds??? I might as well switch back to Samsung
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by Shrutansh.
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Picker behavior change with iOS 14?

I have a couple apps that use text pickers and I've noticed a text alignment problem where left-aligned text is shoved so far left that the leftmost character or two gets cut off. The problem started with iOS 14 and continues in iOS 15. I have a kludge fix that adds two spaces to the beginning of the text string to be displayed in the picker. It works great, but I'd like to better understand what's going on. I've noticed that it's widely known that date pickers behave differently as of iOS 14. I haven't seen anything about text pickers. Does anyone know of a change that might effect text alignment in text pickers as of iOS 14? The details of my issue are available at stack overflow.
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by waynehend.
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MacOS WKWebView createPDF and CGRect Frame doesn't behave as expected

Hey everyone, I am trying to generate a dynamically long multi-page PDF from a WKWebView with .createPDF() but the frame does not seem to make much of a difference. Here's what I'm doing: I create the WKWebView with an A4-width and correctly calculate the height of said View, then I split up that height into A4 heights and round it up. So let's say I get two pages. I take that view and create frames from it with A4PageHeight*PageNumber so I get the correct starting heights of 0 for page one, 595.0 for page two etc. Then I try to capture these frames to split up my document into multiple pages, combine them to a document and voilà. Here's the problem. It doesn't matter the starting height value, every capture always contains the entire Page, no matter what I do. I thought the frame would capture just a part of the page. public func createPDFPage(pageNumber: Int, totalNumber: Int) { numberOfPages = totalNumber let webConfiguration = WKWebViewConfiguration() let startHeight = CGFloat(pageNumber) * A4PageHeight let pageWidth = A4PageWidth let size = CGRect(x: 0, y: startHeight, width: pageWidth, height: A4PageHeight) let webView = WKWebView(frame: size, configuration: webConfiguration) webView.loadHTMLString(htmlString, baseURL: Bundle.main.resourceURL) let seconds = 2.0 DispatchQueue.main.asyncAfter(deadline: .now() + seconds) { webView.createPDF(completionHandler: successCompletionHandler) } } Results in 3 pages that look like this: Expected Output would have looked like this:
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by Halest.
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In-App Purchases Waiting for Review

When I submitted my app to review it was rejected due to some issues with auto-renewable subscription (guideline 3.1.2 - business - payments - subscriptions), so I updated them and submitted for Review In-App Purchases. First time when I submitted for Review In-App Purchases it took less than 24 hours. Now 1 week passed and still Waiting for Review status, and I do not thing this is ok. I emailed Apple support at In-App Purchases but no response from there also. What shall I do? Thank you
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by MicsaDan.
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Apple Watch Frozen on Apple Logo after unpairing from phone

I woke up and my watch face was not loading, with a spinning dotted circle. I researched and one suggestion said to unpair the watch from my phone and repair it. So, i unpaired it from my iphone and now it’s frozen with just the apple logo. i can’t access the watch or anything now it is just frozen. What do i do?
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Displaying Photos with PhotoKit inside LazyVGrid uses a lot of memory

I'm trying to implement a Gridview with photos stored in the photos app so the user can choose one picture and pick that as his profile picture. Before SwiftUI I used the collection view and Photos Kit to fetch the images and display them in a grid. Now that I switched to SwiftUI I tried to use LazyVGrid. I am able to fetch all the photos of the user and display them in a Grid. However it uses a lot of memory. I had a memory leak before but now Instruments isn't showing any leak any more. I thought it may be, that the Grid isn't really unloading the displayed images, when it gets invisible to the user. However if you scroll up and down multiple times it just uses a lot more memory than before. Like the grid is creating always new views and the old ones don't get deleted. Am I using something wrong or misunderstand the principles of LazyVGrid? My current code
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by fbertuzzi.
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View on external iPad display has black border on real device but appears correct in simulator

Cross-posting from StackOverflow: I am able to detect when a screen is detected, associate it with an appropriate windowScene and add a view to it. Slightly hacky but approximately working (code for disconnection not included here), thanks to this SO question: class ExternalViewController: UIViewController { override func viewDidLoad() { view.backgroundColor = .cyan print("external frame \(view.frame.width)x\(view.frame.height)") } } class ViewController: UIViewController { var additionalWindows: [UIWindow] = [] override func viewDidLoad() { //nb, Apple documentation seems out of date. //https://stackoverflow.com/questions/61191134/setter-for-screen-was-deprecated-in-ios-13-0 NotificationCenter.default.addObserver(forName: UIScreen.didConnectNotification, object: nil, queue: nil) { [weak self] notification in guard let self = self else {return} guard let newScreen = notification.object as? UIScreen else {return} // Give the system time to update the connected scenes DispatchQueue.main.asyncAfter(deadline: .now() + 0.05) { // Find matching UIWindowScene let matchingWindowScene = UIApplication.shared.connectedScenes.first { guard let windowScene = $0 as? UIWindowScene else { return false } return windowScene.screen == newScreen } as? UIWindowScene guard let connectedWindowScene = matchingWindowScene else { NSLog("--- Connected scene was not found ---") return //fatalError("Connected scene was not found") // You might want to retry here after some time } let screenDimensions = newScreen.bounds let newWindow = UIWindow(frame: screenDimensions) NSLog("newWindow \(screenDimensions.width)x\(screenDimensions.height)") newWindow.windowScene = connectedWindowScene let vc = ExternalViewController() vc.mainVC = self newWindow.rootViewController = vc newWindow.isHidden = false self.additionalWindows.append(newWindow) } } } } When I do this in the iOS simulator, I see my graphics fill the screen as intended, but when running on my actual device, it appears with a substantial black border around all sides. Note that this is not the usual border seen with the default display mirroring behaviour - the 16:9 aspect ratio is preserved, and I do see different graphics as expected, (flat cyan color in my example code, normally I'm doing some Metal rendering that has some slight anomalies that are out of scope here, although perhaps might lead to some different clues on this if I dig into it deeper). The print messages report the expected 1920x1080 dimensions. I don't know UIKit very well, and haven't been doing much active Apple development (I'm dusting off a couple of old side projects here in the hopes of being able to use them to project visuals at a gig in the near future), so I don't know if there's something else to do with sizing constraints etc that I might be missing, but even so it's hard to see why it would behave differently in the simulator. Other apps I have installed from the app store do indeed show fullscreen graphics on the external display - Netflix shows fullscreen video as you would expect, Concepts shows a different representation of the document than the one you see on the device.
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by xinaes.
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Does XCUITest have a feature to "type" using IOS's keyboard?

As far as I understand the typeText Function simply copies the value from Test script to the textbox. Is there a function that actually types ( Keyboard input ) to a textbox? I have been through multiple Apple Dev forums and Stack-overflow but was not able to find an answer, could you please guide me on the same?
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