Posts

Post not yet marked as solved
5 Replies
602 Views
In Xcode 13 beta 4, the Sample Code Using MusicKit to Integrate with Apple Music has compiler errors around the player.play() calls in handleTrackSelected and handlePlayButtonSelected. The error is "async call in a function that does not support concurrency / call can throw, but is not marked with try and the error is not handled" Would it be possible to include a fix for this error in the sample code - or could somebody share a fix here in the forums? Thanks so much!
Posted
by RanLearns.
Last updated
.
Post not yet marked as solved
1 Replies
449 Views
Is it intended for Sign in with Apple to work on an M1 Mac that is running an iOS app? I have an iOS app with Sign in with Apple which is working well on iPhone and iPad. In my M1 Mac testing, when pressing the ASAuthorizationAppleIDButton, it shows a nice popover explaining Sign in with Apple, but then when pressing "Continue" it just turns into a white screen with no options to continue or exit out so that the app is effectively frozen. Should I remove the Sign in with Apple option when isiOSAppOnMac or is it intended to work on M1 Macs? Thanks!
Posted
by RanLearns.
Last updated
.
Post marked as solved
1 Replies
519 Views
For a Core Spotlight activity you can use CSSearchableItemActionType, like this: .onContinueUserActivity(CSSearchableItemActionType, perform: handleUserActivity) I am not able to find documentation showing other activityType strings that can be used here. For example, I'm looking for the activityType which indicates a ClassKit activity with a contextIdentifierPath. Thank you!
Posted
by RanLearns.
Last updated
.
Post not yet marked as solved
1 Replies
585 Views
If you wish to show additional activity items such as "Question 1 - correct/incorrect" then "Question 2" - correct/incorrect" and so on, there does not seem to be a way to determine the order in which they will show to the teacher.The "What's New in ClassKit - WWDC 2019" video shows this as an example at the 23:10 point of the video, but it doesn't seem possible to accomplish in code.Even if the addAdditionalActivityItem calls are made in order so that each is added to the additionalActivityItems array in the order that you wish for them to display, they appear in a random order when the Teacher views the results of a completed activity.The primaryActivityItem is always shown first, but the additionalActivityItems appear in a random order. Seems like we need a displayOrder property for CLSActivityItem similar to the property on a CLSContext. Is there any way to accomplish this as of now?
Posted
by RanLearns.
Last updated
.
Post not yet marked as solved
2 Replies
2.3k Views
Now that Xcode 11 is fully released (downloaded directly from the App Store) and running on macOS Catalina 10.15 Beta (19A546d), I've taken the following steps but am not able to have Xcode create a maccatalyst.com.company style Bundle ID for my app so that I can select it in App Store Connect in order to match up and upload a build for distribution.Create a new App ID for iOS Platform with Bundle ID of com.company.appNameCreate a project in Xcode (Version 11.0 (11A420a)) and set the Bundle Identifier to this same com.company.appNameClick the Mac checkbox in Deployment Info, see the message - "a unique bundle identifier for Mac will be added"Later on, try and select the maccatalyst.com.company.appName Bundle ID in App Store Connect, but it is not one of the available optionsI tried it with an AppID created for the macOS platform too.I have some available bundle IDs to choose from that are maccatalyst.com or uikitformac.com that were created when I was using the Xcode 11 Beta. But now I can't get Bundle IDs that aren't on that list to appear on that list as maccatalyst.com versions of what I am enabling in Xcode.Any help or suggestions would be greatly appreciated!
Posted
by RanLearns.
Last updated
.
Post marked as solved
2 Replies
2.2k Views
I'm using the Xcode 11 beta and using Catalyst ("the checkbox") to run an iPad app on the Mac.I've been able to use the following UIKeyCommands for input from the Mac keyboard://the delete button UIKeyCommand(input: "\u{8}", modifierFlags: [], action: #selector(backspacePress) //the "return" button UIKeyCommand(input: "\r", modifierFlags: [], action: #selector(enterPress)) //the up arrow UIKeyCommand(input: UIKeyCommand.inputUpArrow, modifierFlags: [], action: #selector(enterPress)) //letters or numbers UIKeyCommand(input: "1", modifierFlags: [], action: #selector(keyPressed(sender:)))When I create the key command input for a number, it works both with the top row of numbers above QWERTY and also on the keyboard's numeric keypad on the right side of the keyboard.Does anybody know where I can find the correct escape sequence like \r or \u{8} that I can use to detect a key press on the "enter" key of the numeric keypad (on the right side of this Apple keyboard)?Thanks so much for any help!(I did see that you can pass a modifier flag of .numericPad but I believe that is for iOS keyboards when in numeric mode)
Posted
by RanLearns.
Last updated
.
Post marked as solved
15 Replies
4k Views
UILongPressGestureRecognizer was working on iOS 11 but no longer firing its action method on iOS 12.I believe the issue may stem more from Xcode 10 than from iOS 12?I am away from my machine with Xcode 9 so I can't test using Xcode 9 at the moment, but I believe that when building the app via Xcode 9, UILongPressGestureRecognizer was working on both iOS 12 and iOS 11.Having just updated my iOS 11 device to iOS 12, I can no longer test on iOS 11 either.TESTS:Building from Xcode 10 to development device with iOS 12: UILongPressGestureRecognizer not workingDownloading from the App Store a build which was archived and submitted using Xcode 10 to a device with iOS 12: UILongPressGestureRecognizer not working//the viewcontroller is initiated with UIGestureRecognizerDelegatelet longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(longPress))//in cellForRowAt:longPressGesture.minimumPressDuration = 1.0longPressGesture.delegate = selflongPressGesture.cancelsTouchesInView = falsecell.addGestureRecognizer(longPressGesture)@objc func longPress(longPressGestureRecognizer: UILongPressGestureRecognizer) {//never called}I also tried adding the gesture recognizer to a button in viewDidLoad to ensure it wasn't an issue with the tableview, and the longPress function is still never called.Would very much like to get this working again... anybody know if anything has changed in Xcode 10 or iOS 12 that could affect a UILongPressGestureRecognizer?
Posted
by RanLearns.
Last updated
.
Post marked as solved
2 Replies
595 Views
When I receive a request to open the app directly to a certain customViewController, I am able to handle that request within AppDelegate and open direct to that viewController like so:let storyBoard = UIStoryboard(name: "Main", bundle: nil) guard let controller = storyBoard.instantiateViewController(withIdentifier: "CustomViewController") as? CustomViewController else { return } self.window?.rootViewController = controllerThis opens my custom view directly as I want, and I can segue from there forward, but the unwind segues back aren’t firing, I assume they’re not being created due to the way the AppDelegate makes this view the rootViewController, bypassing other parts of my storyboard's structure.What is the better way here to start my app from AppDelegate so that the view hierarchy and segues are all set as they would be in a typical app opening instance?In normal navigation, there are two show segues that are performed on the way to my customViewController from the initial Storyboard entry point viewController.Any advice about how to accomplish this directly from AppDelegate but then still allow the user to navigate freely around the app using the segues/unwindsegues built in to the storyboard would be greatly appreaciated! Thanks so much in advance!
Posted
by RanLearns.
Last updated
.
Post not yet marked as solved
2 Replies
1.9k Views
I am able to convert the images to an sRGB file to work around this issue - but the "Display P3" color space images worked perfectly on every other simulator and physical device until I went to test on the 2nd Generation iPad Pro (12.9-inch) simulator.Is this intentional? Will it be updated to work with Display P3 images in the future?
Posted
by RanLearns.
Last updated
.