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WatchKit app will run in simulator (but then won't.. read)
I am pretty much at my wits' end with this. There is a particular project for which I have always been able to set the bundle IDs and provisioning profile and run successfully on device. But not now. After a lot of scratching around, I could see that it does not run in the simulator either.The weird part is -Run the WatchKit app scheme of the project in simulator, it runs.Delete the Core Simulator folder's contents from File System and copy the project to a new location.Run the WatchKit app scheme of the copied project in simulator, it does not run.(Repeat steps 1 to 3, same result)What on earth is the matter? What could be a probable place to look into?PS - Once (only once) while running on device, I could see a message in the logs which said invalid bundle no apple watch binary.Only thing that has happened is that I dwnloaded and installed Xcode beta 4 before doing all this, but its not the Xcode beta that I am running the app in.
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Aug ’15
Reply to How do I create a copy of my Xcode release scheme and apply a specific define for measuring release performance?
Ok, I think I've answered my own question.Steps:Add a new build configuration at project level, duplicate 'Release' configuration, call it Release{XYX}Add a specified Swift Compiler - Custom Flags -> Other Swift Flags command line flag i.e. -DMEASURE_PERFORMANCE to the new release configuration in (1)Duplicate your app target(s) scheme and choose your new build configuration (1) under the Profile item listAdd your Swift command line flag to your code where you specifically want code to be executed when profiling the new copy of your release build configurationI hope this helps others whom may have the same questions.
Aug ’15
Reply to Running apps on watch with beta 4
I can confirm the same behavior with Swift apps. Was able to get past the problem the following steps:Remove App in iPhone which automatically removes app from the watch dashboardRestart the watchBuild for RunningClick Run on the WatchKit App Scheme with my phone/watch device pair. I watch the icon load on watch's dashboardThe app launches after 3-5 second spinner wait. I am able to make modifications and run new version of my app by simply clicking run.Env: Xcode Version 7.0 beta 4, iOS 9 beta4 & watchOS2 beta4, OSX Yosemite
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’15
Reply to Passing URL parameters with LSApplicationQueriesSchemes
This is a new security feature of iOS 9.Any app built with SDK 9 needs to provide a LSApplicationQueriesSchemes entry in its plist file, declaring which schemes it attempts to query.<key>LSApplicationQueriesSchemes</key> <array> <string>urlscheme</string> <string>urlscheme2</string> <string>urlscheme3</string> <string>urlscheme4</string> </array>As a point of clarification, do not include :// in the string of a specific app to be whitelisted in the LSApplicationQueriesSchemes array, i.e. comgooglemaps://. If you do include :// canOpenUrl: will return NO and provide the This app is not allowed to query for scheme xxx syslog/error. However, when you make the actual call of canOpenUrl: you must still include the colon i.e. canOpenUrl:@comgooglemaps:Watch WWDC 2015 Session 703 for more information.And the following article clearly explains what to look out for:awkwardhare.com/post/121196006730/quick-take-on-ios-9-url-scheme
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’15
Reply to How dose bitcode works with codesign?
I don't agree with that. If that's true, you can only do end-user testing with bitcode generated binaries. Unless you can do performance/instrumented testing with generated code, that's insufficient. There are many use-case scenarios where that would be inadequate.What would be needed to be provided to developers is a bitcode translator that is identical to the App Store's.
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’15
Reply to Unlimited number of pins on the map, and saving them in CoreData.
Revised per CommentsYou need to translate this logic into code and it is fairly simple and I am also providing a sample.The MKMapView collects all annotations into a sinlge property called annotations (these will hold all annotations on the mapview including MKPinAnnotation)The behavior of unlimited annotations is default behaviorYou could add a tap gesture to make as many pins as you like and use the hitTest to convert the touch point to a coordinate (then make the MKPinAnnotation at that coordinate)To save and retrieve from Core Data you can just wrap the entire map view or all of its annotations as a single property into an object graph (see my sample where I save a CLLocation and substitute either the entire map view or the array of annotations instead)You can start a master - detail template to get the default Core Data logic and use the sample above to capture the map view or just it's MKPinAnnotations.One key part to this solution is the need to convert the tap gesture into a coordinate point-
Aug ’15
Reply to Vibration - How kSystemSoundID_Vibrate actually works?
I believe this is not a problem of Swift.It seems AudioServicesPlaySystemSound returns immediately and ignores other calls while playing.Searching with ios repeat vibration, I could easily find a Stack Overflow article titled how to run vibrate continuously in iphone?.I translated the code into Swift.In toplevel:@objc protocol AudioServicesPlaySystemSoundDelegate { func audioServicesPlaySystemSoundCompleted(soundId: SystemSoundID) } func MyAudioServicesSystemSoundCompletionHandler(soundId: SystemSoundID, inClientData: UnsafeMutablePointer<Void>) { let delegate = unsafeBitCast(inClientData, AudioServicesPlaySystemSoundDelegate.self) delegate.audioServicesPlaySystemSoundCompleted(soundId) }In your ViewController:class SysSoundViewController: UIViewController, AudioServicesPlaySystemSoundDelegate { //... private var repeatCount: Int = 3 @IBAction func repeatVibration(_: AnyObject) { let proc: AudioServicesSystemSoundCompletionProc = MyAudioServicesSystemSoundCompletionHandler AudioServicesAddSyste
Topic: Programming Languages SubTopic: Swift Tags:
Aug ’15
Reply to FPS - Client test SDK
It is a little surprising that no error is returned in this case. For example, as demonstrated by the iOS FPS Client example in the SDK if you create an AVURLAsset for your playlist URL and attempt to load the playable key asynchronously for the asset are you not getting an error?If your resourceLoader:shouldWaitForLoadingOfRequestedResource: method is never called then there is some kind of issue with the HLS .m3u8 playlist file loading. If you are using the sample code then perhaps you didn’t change PLAYLIST_URL variable (see file ViewController.m) to point to your server/.m3u8 file? Another possibility is that you modified the .m3u8 file in such a way that it is not compatible with FPS. Again, refer to the FPS programming guide to learn how to add FPS to an HLS Playlist.You should also verify your custom URI scheme (e.g. skd) in the app resourceLoader:shouldWaitForLoadingOfRequestedResource: method as shown by the SDK client sample code.
Topic: Media Technologies SubTopic: Streaming Tags:
Aug ’15
Reply to ios 9 back to previous app link
I'm subscribing for this, because my app use oauth in safari and redirects back in application by custom url scheme with Back to Safari button. But it is just authorization, user got redirected to safari and then back, so in this particular case I want to be able to cancel Back to ... appearing.
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’15
Reply to Reverting back to Yosemite from El Capitan?
Hi sjadidi,You'll need to make a Yosemite USB installer - it has to be at least 8GB. (a USB3 one will be much quicker).First download the OS X 10.10 Yosemite installer from the Mac App Store in the Purchases section (you may need to hold alt/option while selecting Purchases). Once it's downloaded, just quit the installer and set the downloaded file's name to InstallOSXYosemite.app (make sure only .app, not .app.app)Plug in your USB drive into the computer and open Disk Utility (in Applications).Select the USB drive from the left sidebar and click on Erase tab.Choose Mac OS Extended (Journaled) in the format box and set the name be YosemiteInstallerNow click on Erase button and wait until the format process completes.Then choose Partition tab and select 1 Partition from Partition Layout dropdown menu. Click on Option and ensure GUID Partition Table is selected as the partition scheme, with its name set to YosemiteInstaller.Launch the Terminalapp (in Applications/Utilities) and copy-paste the following
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’15
Reply to ios programming doubts
If you take a look at the ASCIIWWDC website and search Core Bluetooth, you will find session 703 from WWDC2013. They discuss there that the system will take a snapshot in the background of your process and all of its connections and should any peripheral attempt to access those services offered by your process then your app will be brought back into the background for a brief period. You then have to do something with the inbound inforamtion. The website is not coming through on my other answer so here it is w w w . a s c i i w w d c . com (remove spaces).While you are on that site, you should take a read of:Usable by Everybody: Design Principles for Accessibility on Mac OS XRegarding Font Sizes Clarifcation:Setting a UIFont with a specific size will return a font at exactly that size while if you want to use dynamic text (or avoid it) there is a specific article on how that is enabled: (which shows by definition that if you do not enable it, you will have the specific size returned from a UIFont initializer)
Topic: Programming Languages SubTopic: General Tags:
Aug ’15
How to make Lock Screen custom app
I am trying to make Lock Screen Custom app for iOS(iPhone, iPad), Can anyone help me providing useful material, like as coding, or guiding me which liberaries to include in my app for this purpose? ? ? or any other useful links in this regards?Actually I am making a lock screen app with a locker front page, when user enter his/her specified lock numbers or colors scheme locker open ups the lock and user will be able to use his/her iOS device.
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1.9k
Aug ’15
-[XCUIElement tap] works intermittently - Hangs at "Wait for app to idle"
I'm having difficulty getting `XCUIElementEventSynthesis` methods to consistently work. Here's a sample UI Test:- (void)testPostingQuestion { XCUIApplication *app = [[XCUIApplication alloc] init]; [app.tabBars.buttons[@discussion] tap]; XCUIElement *addQuestionButton = app.navigationBars[@Discussion].buttons[@Add]; [addQuestionButton tap]; XCUIElement *addQuestionTitleTextField = app.textFields[@Add question title...]; [addQuestionTitleTextField tap]; [addQuestionTitleTextField typeText:@Test Question]; XCUIElement *addQuestionBodyTextView = [app.textViews elementBoundByIndex:0]; [addQuestionBodyTextView tap]; [addQuestionBodyTextView typeText:@Test Body]; XCUIElement *postQuestioButton = app.navigationBars[@add question].buttons[@post]; [postQuestioButton tap]; }When the event synthesis calls are made, the console outputs...> t = 4.59s Synthesize event> t = 4.85s Wait for app to idle... then hangs for 30 seconds, and finally fails with ...> UI Testing Failure - App failed to quiesce within 30.0sThe
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3.9k
Aug ’15
Reply to SKCameraNode Scrolling Very Glitchy
I'm noticing a similar issue using a different implementation.[Edit: removing link to gif because comment won't pass moderation -- see reply below for gif of this problem]Recreate by:1. Add children to SKCameraNode. (i.e.: high score). In the gif above, the bottom bar, the shields, and then settings icon are all children.2. Add SKConstraint to the camera representing screen edges.3. Add pan gesture recognizer with following code on change event: func handlePanChanged(recognizer:UIPanGestureRecognizer, target:SKCameraNode) { let translation = recognizer.translationInView(self.view!) let newPosition = CGPoint(x:target.position.x - translation.x, y:target.position.y + translation.y) target.position = newPosition recognizer.setTranslation(CGPointZero, inView: self.view!) }Then, whenever you hit a screen edge, the camera glitches all of its children. Has anyone had success implementing this?[Edit 2: Any quick movement will cause the glitch -- not just screen edges. So, that narrows my problem down to a ca
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Aug ’15
WatchKit app will run in simulator (but then won't.. read)
I am pretty much at my wits' end with this. There is a particular project for which I have always been able to set the bundle IDs and provisioning profile and run successfully on device. But not now. After a lot of scratching around, I could see that it does not run in the simulator either.The weird part is -Run the WatchKit app scheme of the project in simulator, it runs.Delete the Core Simulator folder's contents from File System and copy the project to a new location.Run the WatchKit app scheme of the copied project in simulator, it does not run.(Repeat steps 1 to 3, same result)What on earth is the matter? What could be a probable place to look into?PS - Once (only once) while running on device, I could see a message in the logs which said invalid bundle no apple watch binary.Only thing that has happened is that I dwnloaded and installed Xcode beta 4 before doing all this, but its not the Xcode beta that I am running the app in.
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0
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340
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Aug ’15
Reply to How do I create a copy of my Xcode release scheme and apply a specific define for measuring release performance?
Ok, I think I've answered my own question.Steps:Add a new build configuration at project level, duplicate 'Release' configuration, call it Release{XYX}Add a specified Swift Compiler - Custom Flags -> Other Swift Flags command line flag i.e. -DMEASURE_PERFORMANCE to the new release configuration in (1)Duplicate your app target(s) scheme and choose your new build configuration (1) under the Profile item listAdd your Swift command line flag to your code where you specifically want code to be executed when profiling the new copy of your release build configurationI hope this helps others whom may have the same questions.
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Views
Activity
Aug ’15
Reply to Running apps on watch with beta 4
I can confirm the same behavior with Swift apps. Was able to get past the problem the following steps:Remove App in iPhone which automatically removes app from the watch dashboardRestart the watchBuild for RunningClick Run on the WatchKit App Scheme with my phone/watch device pair. I watch the icon load on watch's dashboardThe app launches after 3-5 second spinner wait. I am able to make modifications and run new version of my app by simply clicking run.Env: Xcode Version 7.0 beta 4, iOS 9 beta4 & watchOS2 beta4, OSX Yosemite
Topic: App & System Services SubTopic: Core OS Tags:
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Activity
Aug ’15
Reply to Passing URL parameters with LSApplicationQueriesSchemes
This is a new security feature of iOS 9.Any app built with SDK 9 needs to provide a LSApplicationQueriesSchemes entry in its plist file, declaring which schemes it attempts to query.<key>LSApplicationQueriesSchemes</key> <array> <string>urlscheme</string> <string>urlscheme2</string> <string>urlscheme3</string> <string>urlscheme4</string> </array>As a point of clarification, do not include :// in the string of a specific app to be whitelisted in the LSApplicationQueriesSchemes array, i.e. comgooglemaps://. If you do include :// canOpenUrl: will return NO and provide the This app is not allowed to query for scheme xxx syslog/error. However, when you make the actual call of canOpenUrl: you must still include the colon i.e. canOpenUrl:@comgooglemaps:Watch WWDC 2015 Session 703 for more information.And the following article clearly explains what to look out for:awkwardhare.com/post/121196006730/quick-take-on-ios-9-url-scheme
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’15
Reply to Enterprise Program & Distribution to customers
Well, 'potential employees' are what are called 'agents' under the Enterprise Program, I think. Distribution for them is same as regular employees.But I'm confused how you went from 'customers' in the title to potential employees...maybe you can clear that up. Sounds like a franchise scheme.
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Aug ’15
Reply to How dose bitcode works with codesign?
I don't agree with that. If that's true, you can only do end-user testing with bitcode generated binaries. Unless you can do performance/instrumented testing with generated code, that's insufficient. There are many use-case scenarios where that would be inadequate.What would be needed to be provided to developers is a bitcode translator that is identical to the App Store's.
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’15
Reply to Unlimited number of pins on the map, and saving them in CoreData.
Revised per CommentsYou need to translate this logic into code and it is fairly simple and I am also providing a sample.The MKMapView collects all annotations into a sinlge property called annotations (these will hold all annotations on the mapview including MKPinAnnotation)The behavior of unlimited annotations is default behaviorYou could add a tap gesture to make as many pins as you like and use the hitTest to convert the touch point to a coordinate (then make the MKPinAnnotation at that coordinate)To save and retrieve from Core Data you can just wrap the entire map view or all of its annotations as a single property into an object graph (see my sample where I save a CLLocation and substitute either the entire map view or the array of annotations instead)You can start a master - detail template to get the default Core Data logic and use the sample above to capture the map view or just it's MKPinAnnotations.One key part to this solution is the need to convert the tap gesture into a coordinate point-
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Views
Activity
Aug ’15
Reply to Vibration - How kSystemSoundID_Vibrate actually works?
I believe this is not a problem of Swift.It seems AudioServicesPlaySystemSound returns immediately and ignores other calls while playing.Searching with ios repeat vibration, I could easily find a Stack Overflow article titled how to run vibrate continuously in iphone?.I translated the code into Swift.In toplevel:@objc protocol AudioServicesPlaySystemSoundDelegate { func audioServicesPlaySystemSoundCompleted(soundId: SystemSoundID) } func MyAudioServicesSystemSoundCompletionHandler(soundId: SystemSoundID, inClientData: UnsafeMutablePointer<Void>) { let delegate = unsafeBitCast(inClientData, AudioServicesPlaySystemSoundDelegate.self) delegate.audioServicesPlaySystemSoundCompleted(soundId) }In your ViewController:class SysSoundViewController: UIViewController, AudioServicesPlaySystemSoundDelegate { //... private var repeatCount: Int = 3 @IBAction func repeatVibration(_: AnyObject) { let proc: AudioServicesSystemSoundCompletionProc = MyAudioServicesSystemSoundCompletionHandler AudioServicesAddSyste
Topic: Programming Languages SubTopic: Swift Tags:
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Aug ’15
Reply to FPS - Client test SDK
It is a little surprising that no error is returned in this case. For example, as demonstrated by the iOS FPS Client example in the SDK if you create an AVURLAsset for your playlist URL and attempt to load the playable key asynchronously for the asset are you not getting an error?If your resourceLoader:shouldWaitForLoadingOfRequestedResource: method is never called then there is some kind of issue with the HLS .m3u8 playlist file loading. If you are using the sample code then perhaps you didn’t change PLAYLIST_URL variable (see file ViewController.m) to point to your server/.m3u8 file? Another possibility is that you modified the .m3u8 file in such a way that it is not compatible with FPS. Again, refer to the FPS programming guide to learn how to add FPS to an HLS Playlist.You should also verify your custom URI scheme (e.g. skd) in the app resourceLoader:shouldWaitForLoadingOfRequestedResource: method as shown by the SDK client sample code.
Topic: Media Technologies SubTopic: Streaming Tags:
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Aug ’15
Reply to ios 9 back to previous app link
I'm subscribing for this, because my app use oauth in safari and redirects back in application by custom url scheme with Back to Safari button. But it is just authorization, user got redirected to safari and then back, so in this particular case I want to be able to cancel Back to ... appearing.
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’15
Reply to Reverting back to Yosemite from El Capitan?
Hi sjadidi,You'll need to make a Yosemite USB installer - it has to be at least 8GB. (a USB3 one will be much quicker).First download the OS X 10.10 Yosemite installer from the Mac App Store in the Purchases section (you may need to hold alt/option while selecting Purchases). Once it's downloaded, just quit the installer and set the downloaded file's name to InstallOSXYosemite.app (make sure only .app, not .app.app)Plug in your USB drive into the computer and open Disk Utility (in Applications).Select the USB drive from the left sidebar and click on Erase tab.Choose Mac OS Extended (Journaled) in the format box and set the name be YosemiteInstallerNow click on Erase button and wait until the format process completes.Then choose Partition tab and select 1 Partition from Partition Layout dropdown menu. Click on Option and ensure GUID Partition Table is selected as the partition scheme, with its name set to YosemiteInstaller.Launch the Terminalapp (in Applications/Utilities) and copy-paste the following
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’15
Reply to ios programming doubts
If you take a look at the ASCIIWWDC website and search Core Bluetooth, you will find session 703 from WWDC2013. They discuss there that the system will take a snapshot in the background of your process and all of its connections and should any peripheral attempt to access those services offered by your process then your app will be brought back into the background for a brief period. You then have to do something with the inbound inforamtion. The website is not coming through on my other answer so here it is w w w . a s c i i w w d c . com (remove spaces).While you are on that site, you should take a read of:Usable by Everybody: Design Principles for Accessibility on Mac OS XRegarding Font Sizes Clarifcation:Setting a UIFont with a specific size will return a font at exactly that size while if you want to use dynamic text (or avoid it) there is a specific article on how that is enabled: (which shows by definition that if you do not enable it, you will have the specific size returned from a UIFont initializer)
Topic: Programming Languages SubTopic: General Tags:
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Aug ’15
How to make Lock Screen custom app
I am trying to make Lock Screen Custom app for iOS(iPhone, iPad), Can anyone help me providing useful material, like as coding, or guiding me which liberaries to include in my app for this purpose? ? ? or any other useful links in this regards?Actually I am making a lock screen app with a locker front page, when user enter his/her specified lock numbers or colors scheme locker open ups the lock and user will be able to use his/her iOS device.
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1
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1.9k
Activity
Aug ’15
-[XCUIElement tap] works intermittently - Hangs at "Wait for app to idle"
I'm having difficulty getting `XCUIElementEventSynthesis` methods to consistently work. Here's a sample UI Test:- (void)testPostingQuestion { XCUIApplication *app = [[XCUIApplication alloc] init]; [app.tabBars.buttons[@discussion] tap]; XCUIElement *addQuestionButton = app.navigationBars[@Discussion].buttons[@Add]; [addQuestionButton tap]; XCUIElement *addQuestionTitleTextField = app.textFields[@Add question title...]; [addQuestionTitleTextField tap]; [addQuestionTitleTextField typeText:@Test Question]; XCUIElement *addQuestionBodyTextView = [app.textViews elementBoundByIndex:0]; [addQuestionBodyTextView tap]; [addQuestionBodyTextView typeText:@Test Body]; XCUIElement *postQuestioButton = app.navigationBars[@add question].buttons[@post]; [postQuestioButton tap]; }When the event synthesis calls are made, the console outputs...> t = 4.59s Synthesize event> t = 4.85s Wait for app to idle... then hangs for 30 seconds, and finally fails with ...> UI Testing Failure - App failed to quiesce within 30.0sThe
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3.9k
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Aug ’15
Reply to SKCameraNode Scrolling Very Glitchy
I'm noticing a similar issue using a different implementation.[Edit: removing link to gif because comment won't pass moderation -- see reply below for gif of this problem]Recreate by:1. Add children to SKCameraNode. (i.e.: high score). In the gif above, the bottom bar, the shields, and then settings icon are all children.2. Add SKConstraint to the camera representing screen edges.3. Add pan gesture recognizer with following code on change event: func handlePanChanged(recognizer:UIPanGestureRecognizer, target:SKCameraNode) { let translation = recognizer.translationInView(self.view!) let newPosition = CGPoint(x:target.position.x - translation.x, y:target.position.y + translation.y) target.position = newPosition recognizer.setTranslation(CGPointZero, inView: self.view!) }Then, whenever you hit a screen edge, the camera glitches all of its children. Has anyone had success implementing this?[Edit 2: Any quick movement will cause the glitch -- not just screen edges. So, that narrows my problem down to a ca
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Aug ’15