I am using the iOS 15 new View(LocationButton {...}), and my app crashed immediately. After I tested for 2 days, reduce code one file by one file, I found the Language Localization make it crashed. Just create 1 project using Xcode 13.1, create a file(LocationView) as below code showed, create a file like InfoPlist or other property list file, and configure the project file for the Localization, add some language package like Spanish/Danish/Japanese/Chinese Traditional/Chinese Simplified, then make the InfoPlist file localized using Chinese simplified, the run app, crashed. But if using other language localized like Chinese Traditional/Japanese/Spanish, it is ok. When app crashed, it will show an alert (as below)
Thread 1: "Invalid parameter not satisfying: width && height".
2021-11-19 15:23:29.247424+0800 MyNewProject2[98414:3116225] *** Assertion failure in CGImageRef _Nonnull UISCreateImageFromDrawing(__strong id _Nonnull, CGFloat, UISDisplayRange)(), UISDrawing.m:19
2021-11-19 15:23:29.259872+0800 MyNewProject2[98414:3116225] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid parameter not satisfying: width && height'
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid parameter not satisfying: width && height'
terminating with uncaught exception of type NSException
CoreSimulator 776.4 - Device: iPhone 13 Pro Max (FC597160-C5F6-4268-91F5-F38AB31AED4F) - Runtime: iOS 15.0 (19A339) - DeviceType: iPhone 13 Pro Max
Would you please also have a try using below code to test it.
Important: device language should use Chinese Simplified to launch, then App InfoPlist.strings localized using Chinese Simplified.
import SwiftUI
import CoreLocationUI
import CoreLocation
import MapKit
struct LocationView: View {
#StateObject var locationWorker = LocationWorker()
var body: some View {
NavigationView {
LocationButton(.currentLocation) {
locationWorker.startUpdatingLocation()
}
.foregroundColor(Color.white)
.cornerRadius(27)
.frame(width: 210, height: 54)
.padding(.bottom, 30)
.navigationTitle("Search Location")
}
.navigationViewStyle(.stack)
}
}
class LocationWorker: NSObject, ObservableObject, CLLocationManagerDelegate {
private let locationManager = CLLocationManager()
#Published var locationStatus: CLAuthorizationStatus?
#Published var lastLocation: CLLocation?
override init() {
super.init()
locationManager.delegate = self
locationManager.desiredAccuracy = kCLLocationAccuracyBest
}
func startUpdatingLocation() {
locationManager.startUpdatingLocation()
}
func stopUpdatingLocation() {
locationManager.stopUpdatingLocation()
}
var statusString: String {
guard let status = locationStatus else {
return "unknown"
}
switch status {
case .notDetermined: return "notDetermined"
case .authorizedWhenInUse: return "authorizedWhenInUse"
case .authorizedAlways: return "authorizedAlways"
case .restricted: return "restricted"
case .denied: return "denied"
default: return "unknown"
}
}
func locationManager(_ manager: CLLocationManager, didChangeAuthorization status: CLAuthorizationStatus) {
locationStatus = status
print(#function, statusString)
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
guard let location = locations.last else { return }
print(#function, location)
stopUpdatingLocation()
}
}
Related
I've built an app in SwiftUI, and have followed all the instructions I can to register the CLocationManager, and allow it to background. However, after some time in the background, my app stops producing location updates. When I view the file containing the coordinates, I have data for 15-30 minutes, then nothing. Snippets of the location manager init:
locationManager.desiredAccuracy = kCLLocationAccuracyBestForNavigation
locationManager.activityType = .fitness
locationManager.pausesLocationUpdatesAutomatically = false
locationManager.distanceFilter = 0;
locationManager.allowsBackgroundLocationUpdates = true
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
let newLocation = locations.last!
session.addPointToCurrentSegment(newLocation)
coreDataHelper.add(toCoreData: newWayPoint)
}
My app has full permissions granted to access location "Always allow"
You aren't handling the location update anywhere when location manager does update. It should update in the background if “Location updates” is set in capabilities.
class Location: NSObject, ObservableObject, CLLocationManagerDelegate {
#Published var location: CLLocation = CLLocation(latitude: 0, longitude: 0)
private var manager: CLLocationManager = CLLocationManager()
func requestAuthorization() {
manager.allowsBackgroundLocationUpdates = true
/*
request authorization here
*/
}
func locationManager(_ manager: CLLocationManager, didChangeAuthorization status: CLAuthorizationStatus) {
/*
handle authorization changes here
*/
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
// get the most recent location
guard let location = locations.last else { return }
self.location = location
}
func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) {
if let error = error as? CLError, error.code == .denied {
manager.stopUpdatingLocation()
return
}
}
}
I wrote your own code, but it worked for me. The only different things I did were:
locationManager.activityType = .other
Use all methods of the delegate
In one of the methods of the delegate (didPause) try to start again, setting the manager again (locationManager.pausesLocationUpdatesAutomatically = false and locationManager.activityType = .other)
4)start the notification of awakening for the change of position, again in the didPause method.
I did not use the locationManager.desiredAccuracy = kCLLocationAccuracyBestForNavigation and locationManager.distanceFilter = 0
for point 4 I recommend this reading:
https://developer.apple.com/documentation/usernotifications/unlocationnotificationtrigger
I hope I was helpful
I have been searching a lot for this. I am using a pure swiftUI App that doesn't have the classic AppDelegate.
I have been creating a manual appDelegate to install Firebase and it has worked like a charm for long time. I recently added notifications support and I am having a problem. The notification approval process works just fine and I have been able to send notifications on simulator, but when trying to send push notification on a real device I need the tokenID and didRegisterForRemoteNotificationsWithDeviceToken seems to never being called even if I get the print confirmation that I successfully registered.
Please Help. Been trying a lot of Wifi on/off etc.. It seems difficult to implement this in pure SwiftUI app with no dedicated AppDelegate section.
import SwiftUI
import Firebase
import UserNotifications
#main
struct KidBooksApp: App {
#UIApplicationDelegateAdaptor(AppDelegate.self) var appDelegate
var body: some Scene {
WindowGroup {
let viewModel = AppViewModel()
withAnimation(.easeInOut(duration: transitionTime())) {
//TextComposeView()
//ImageChooserView()
ContentView()
.transition(.fly)
//.transition(.fly)
.environmentObject(viewModel)
}
}
}
}
class AppDelegate: NSObject, UIApplicationDelegate, UNUserNotificationCenterDelegate {
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
registerForPushNotifications()
FirebaseApp.configure()
return true
}
func application(_ application: UIApplication,
didRegisterForRemoteNotificationsWithDeviceToken
deviceToken: Data) {
print("test success")
let tokenParts = deviceToken.map { data in String(format: "%02.2hhx", data) }
let token = tokenParts.joined()
print("Device Token: \(token)")
}
func application(
_ application: UIApplication,
didFailToRegisterForRemoteNotificationsWithError error: Error
) {
print("test error")
print("Failed to register: \(error)")
}
func registerForPushNotifications() {
UNUserNotificationCenter.current()
.requestAuthorization(
options: [.alert, .sound, .badge]) { [self] granted, _ in
print("Permission granted: \(granted)")
guard granted else { return }
self.getNotificationSettings()
}
}
func getNotificationSettings() {
UNUserNotificationCenter.current().getNotificationSettings { settings in
print("Notification settings: \(settings)")
guard settings.authorizationStatus == .authorized else { return }
DispatchQueue.main.async {
UIApplication.shared.registerForRemoteNotifications()
print("Registered: \(UIApplication.shared.isRegisteredForRemoteNotifications)")
}
}
}
}
/*
DEBUG CONSOLE PRINT :
Permission granted: true
Notification settings: <UNNotificationSettings: 0x16de61780; authorizationStatus: Authorized, notificationCenterSetting: Enabled, soundSetting: Enabled, badgeSetting: Enabled, lockScreenSetting: Enabled, carPlaySetting: NotSupported, announcementSetting: NotSupported, criticalAlertSetting: NotSupported, alertSetting: Enabled, alertStyle: Banner, groupingSetting: Default providesAppNotificationSettings: No>
Registered: true
*/
I would like to add leaderboards to my SwiftUI app.
I can't find any examples of using loadEntries to load leaderboard values.
I tried the following...
let leaderBoard: GKLeaderboard = GKLeaderboard()
leaderBoard.identifier = "YOUR_LEADERBOARD_ID_HERE"
leaderBoard.timeScope = .allTime
leaderBoard.loadScores { (scores, error) in ...
This results in the following warnings:
'identifier' was deprecated in iOS 14.0: Use
loadEntriesForPlayerScope:timeScope:range:completionHandler: instead.
'timeScope' was deprecated in iOS 14.0: Use
loadEntriesForPlayerScope:timeScope:range:completionHandler: instead.
'loadScores(completionHandler:)' was deprecated in iOS 14.0: Use
loadEntriesForPlayerScope:timeScope:range:completionHandler:.
using loadEntriesForPlayerScope results in the following warning:
'loadEntriesForPlayerScope(_:timeScope:range:completionHandler:)' has
been renamed to 'loadEntries(for:timeScope:range:completionHandler:)'
Using loadEntries I don't know how to specify the leaderboard identifier.
Here is simple demo of possible approach - put everything in view model and load scores on view appear.
import GameKit
class BoardModel: ObservableObject {
private var board: GKLeaderboard?
#Published var localPlayerScore: GKLeaderboard.Entry?
#Published var topScores: [GKLeaderboard.Entry]?
func load() {
if nil == board {
GKLeaderboard.loadLeaderboards(IDs: ["YOUR_LEADERBOARD_ID_HERE"]) { [weak self] (boards, error) in
self?.board = boards?.first
self?.updateScores()
}
} else {
self.updateScores()
}
}
func updateScores() {
board?.loadEntries(for: .global, timeScope: .allTime, range: NSRange(location: 1, length: 10),
completionHandler: { [weak self] (local, entries, count, error) in
DispatchQueue.main.async {
self?.localPlayerScore = local
self?.topScores = entries
}
})
}
}
struct DemoGameboardview: View {
#StateObject var vm = BoardModel()
var body: some View {
List {
ForEach(vm.topScores ?? [], id: \.self) { item in
HStack {
Text(item.player.displayName)
Spacer()
Text(item.formattedScore)
}
}
}
.onAppear {
vm.load()
}
}
}
I might be stating the obvious but have you looked at the WWDC20 videos?
Usually when there are big changes like this they cover it during WWDC that year.
Tap into Game Center: Leaderboards, Achievements, and Multiplayer
Tap into Game Center: Dashboard, Access Point, and Profile
I haven't looked at the videos but the documentation eludes that identifier might be replaced by var baseLeaderboardID: String
Hello I want to add ads to a swiftUI grid. The grid contains pictures that I get from a firebase backend and after every couple of pictures I would like to have an ad.
I am quite new to both SwiftUi and working with ads, so I'm not sure how correct my code is, but here is what I got so far.
// Code for the pictures Grid
struct PicturesGrid: View {
private let data: [Item]
var body: some View {
let gridItems = [GridItem(.fixed(UIScreen.screenWidth / 2),
alignment: .leading),
GridItem(.fixed(UIScreen.screenWidth / 2),
alignment: .leading)]
return ScrollView(showsIndicators: false) {
LazyVGrid(columns: gridItems) {
ForEach(0..<self.data.count, id: \.self) { index in
// Using this workaround for the ad to be on the whole width of the screen
// Also, after every six images I am adding and ad
if index != 0, index % 6 == 0 {
AdView()
.frame(width: UIScreen.screenWidth, height: 280)
.padding(.top, 20)
Spacer()
item
.frame(width: UIScreen.screenWidth / 2)
} else {
item
.frame(width: UIScreen.screenWidth / 2)
}
}
}
}
}
// this is for the picture
var item: some View {
NavigationLink(destination: DetailView(viewModel: DetailViewModel(item: itemAtIndexPath))) {
Cell(viewModel: CellViewModel(item: itemAtIndexPath))
}
.buttonStyle(PlainButtonStyle())
}
}
This is the code that I am currently using to load, create and display an ad
// Code for the ad that I am currently using
struct AdView: UIViewControllerRepresentable {
func makeUIViewController(context: Context) -> UIViewController {
let adController = AdViewController(self)
return adController
}
func updateUIViewController(_ uiViewController: UIViewController, context: Context) {}
}
class AdViewController: UIViewController {
private var adView: AdView
/// The height constraint applied to the ad view, where necessary.
var heightConstraint: NSLayoutConstraint?
/// The ad loader. You must keep a strong reference to the GADAdLoader during the ad loading
/// process.
var adLoader: GADAdLoader!
/// The native ad view that is being presented.
var nativeAdView: GADUnifiedNativeAdView!
/// The ad unit ID.
let adUnitID = "ca-app-pub-3940256099942544/3986624511"
init(_ adView: AdView) {
self.adView = adView
super.init(nibName: nil, bundle: nil)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func viewDidLoad() {
super.viewDidLoad()
var nibView: Any?
nibView = Bundle.main.loadNibNamed("ListAdView", owner: nil, options: nil)?.first
guard let nativeAdView = nibView as? GADUnifiedNativeAdView else {
return
}
setAdView(nativeAdView)
adLoader = GADAdLoader(adUnitID: adUnitID, rootViewController: self,
adTypes: [.unifiedNative], options: nil)
adLoader.delegate = self
DispatchQueue.global(qos: .background).async {
self.adLoader.load(GADRequest())
}
}
func setAdView(_ adView: GADUnifiedNativeAdView) {
// Remove the previous ad view.
DispatchQueue.main.async { [weak self] in
guard let weakSelf = self else {
return
}
weakSelf.nativeAdView = adView
weakSelf.view.addSubview(weakSelf.nativeAdView)
weakSelf.nativeAdView.translatesAutoresizingMaskIntoConstraints = false
// Layout constraints for positioning the native ad view to stretch the entire width and height
let viewDictionary = ["_nativeAdView": weakSelf.nativeAdView!]
weakSelf.view.addConstraints(
NSLayoutConstraint.constraints(
withVisualFormat: "H:|[_nativeAdView]|",
options: NSLayoutConstraint.FormatOptions(rawValue: 0), metrics: nil, views: viewDictionary)
)
weakSelf.view.addConstraints(
NSLayoutConstraint.constraints(
withVisualFormat: "V:|[_nativeAdView]|",
options: NSLayoutConstraint.FormatOptions(rawValue: 0), metrics: nil, views: viewDictionary)
)
}
}
}
extension AdViewController: GADUnifiedNativeAdLoaderDelegate {
func adLoader(_ adLoader: GADAdLoader, didFailToReceiveAdWithError error:
GADRequestError) {
print("didFailToReceiveAdWithError: \(error)")
}
func adLoader(_ adLoader: GADAdLoader, didReceive nativeAd: GADUnifiedNativeAd) {
print("Received unified native ad: \(nativeAd)")
// Deactivate the height constraint that was set when the previous video ad loaded.
heightConstraint?.isActive = false
// Populate the native ad view with the native ad assets.
// The headline and mediaContent are guaranteed to be present in every native ad.
(nativeAdView.headlineView as? UILabel)?.text = nativeAd.headline
nativeAdView.mediaView?.mediaContent = nativeAd.mediaContent
// This app uses a fixed width for the GADMediaView and changes its height to match the aspect
// ratio of the media it displays.
if let mediaView = nativeAdView.mediaView, nativeAd.mediaContent.aspectRatio > 0 {
heightConstraint = NSLayoutConstraint(
item: mediaView,
attribute: .height,
relatedBy: .equal,
toItem: mediaView,
attribute: .width,
multiplier: CGFloat(1 / nativeAd.mediaContent.aspectRatio),
constant: 0)
heightConstraint?.isActive = true
}
// This asset is not guaranteed to be present. Check that it is before
// showing or hiding it.
(nativeAdView.advertiserView as? UILabel)?.text = nativeAd.advertiser
nativeAdView.advertiserView?.isHidden = nativeAd.advertiser == nil
// In order for the SDK to process touch events properly, user interaction should be disabled.
nativeAdView.callToActionView?.isUserInteractionEnabled = false
// Associate the native ad view with the native ad object. This is
// required to make the ad clickable.
// Note: this should always be done after populating the ad views.
nativeAdView.nativeAd = nativeAd
}
}
I want to mention that this is working at the moment, but the problems that I want to fix and I don't know how are:
The grid with the pictures load, but when I scroll over an ad, it takes several seconds for the ad to load and display. How could I at least hide it while it loads or make it faster?
If I scroll over an ad, the ad loads and if I continue scrolling, when I scroll back up, the ad is not loaded anymore and I have to wait for it to load again. How can I fix this? Or what is the best practice for this kind of scenario?
Should I use multipleAds? To load them before showing? If yes, then how should I do this?
Does what I am doing here look even a little bit correct? Please...I need some help
The Best Way to show ads in SwiftUI Grids is implementing Native Ads in your app to provide personalized ad experience
Thanks to Apple my iOS 9 Project 'Swift 2.3' is completely unusable with iOS 10's 'Swift 3'...
I fixed almost everything except that I am having issue with using NSURLSession, Xcode is telling me that it has been renamed to URLSession, if I rename it Xcode will tell me:
use of undeclared type URLSession
Foundation is imported.
What is the issue?!
For example I am using it this way...
lazy var defaultSession: URLSession = {
let configuration = URLSessionConfiguration.background(withIdentifier: "reCoded.BGDownload")
configuration.sessionSendsLaunchEvents = true
configuration.isDiscretionary = true
let session = URLSession(configuration: configuration, delegate: self, delegateQueue, queue: nil)
return session
}()
and even with the delegate methods the same issue.
Try using Foundation.URLSession where ever you use URLSession.
/Got it to work/ In some cases try to copy your code somewhere else then remove everything in your class that uses URLSession then type the session methods again and put back your copied code you should be fine.
Update your URLSessin functions with;
func urlSession(_ session: URLSession, dataTask: URLSessionDataTask, didReceive data: Data) {
self.data.append(data as Data)
}
func urlSession(_ session: URLSession, task: URLSessionTask, didCompleteWithError error: Error?) {
if error != nil {
print("Failed to download data")
}else {
print("Data downloaded")
self.parseJSON()
}
}
I can explain how but by playing around with the code I got this to work in SWIFT 3 after two days of frustration. I guess SWIFT 3 removed a lot of unnecessary words.
let task = Foundation.URLSession.shared.dataTask(with: <#T##URL#>, completionHandler: <#T##(Data?, URLResponse?, Error?) -> Void#>)
Here's where I am right now. It's not perfect but works maybe half of the time.
First, in the class where my URLsession is defined:
import Foundation
class Central: NSObject, URLSessionDataDelegate, URLSessionDelegate, URLSessionTaskDelegate, URLSessionDownloadDelegate {
I don't think all of that is necessary, but there it is. Then here is the function that is called by my background fetch:
func getWebData() {
var defaults: UserDefaults = UserDefaults.standard
let backgroundConfigObject = URLSessionConfiguration.background(withIdentifier: "myBGconfig")
let backgroundSession = URLSession(configuration: backgroundConfigObject, delegate: self, delegateQueue: nil)
urlString = "https://www.powersmartpricing.org/psp/servlet?type=dayslider"
if let url = URL(string: urlString) {
let rateTask = backgroundSession.downloadTask(with: URL(string: urlString)!)
rateTask.taskDescription = "rate"
rateTask.resume()
}
When the task comes back:
func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didFinishDownloadingTo location: URL ) {
if downloadTask.taskDescription == "rate" { // I run 2 web tasks during the session
if let data = NSData(contentsOf: location) {
var return1 = String(data: data as! Data, encoding: String.Encoding.utf8)!
DispatchQueue.global(qos: .userInteractive).asyncAfter(deadline: .now() + 0.2){
var defaults: UserDefaults = UserDefaults.standard
defaults.set(myNumber, forKey: "electricRate") // myNumber is an extract of the text in returned web data
defaults.set(Date(), forKey: "rateUpdate")
defaults.synchronize()
self.calcSetting() //Calls another function defined in the same class. That function sends the user a notification.
let notificationName = Notification.Name("GotWebData")
NotificationCenter.default.post(name: notificationName, object: nil)
} // Closes the Dispatch
}
if session.configuration.identifier == "myBGconfig" {
print("about to invalidate the session")
session.invalidateAndCancel()
}
}
I haven't figured out yet how to kill the session when BOTH tasks have completed, so right now I kill it when either one is complete, with invalidateAndCancel as above.
And finally, to catch errors:
func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didCompleteWithError: Error?) {
if downloadTask.taskDescription == "rate" {
print("rate download failed with error \(didCompleteWithError)")
}
if downloadTask.taskDescription == "other" {
print("other download failed with error \(didCompleteWithError)")
}
downloadTask.resume() // I'm hoping this retries if a task fails?
}
func urlSession(_ session: URLSession, didBecomeInvalidWithError error: Error?) {
if let error = error as? NSError {
print("invalidate, error %# / %d", error.domain, error.code)
} else {
print("invalidate, no error")
}
}