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Launch Screen Storyboard with Tab Bar Alone and in Split View
My 2015 universal app needing an update apparently needs a Launch Screen storyboard. The iPhone app (for smaller phones in portrait and landscape) is basically a tab bar controller connected to several navigable table view controllers displaying first a topics table page and then details. For larger iPhones and iPads, this is all done programmatically in my code and becomes a split view with a column for topics and a larger area for details. The current app uses dozens of screen shots for each device and orientation. With Xcode 12, I'm at a loss of how to create a single launch screen that will display the tab bar controller and an empty table (which was easy), yet magically move the tab bar controller to the left and the details on the larger area on the right for a split view. Is there any documentation/videos/tutorials of how to manage this? If it was just iPhones and iPads I could make two launch storyboards but I don't know how to include large iPhones.
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655
Dec ’20
WatchOS Complications for App Launch Only
I have read the disconnected documentation for adding a "simple" complication that ONLY launches my app using the asset images I've created in various sizes for various families along with the ComplicationController code, but the complications never appear (with no errors). I would like to support Watch Series 1 with OS 4.3 on up. There never seems to be one place where this simple, default function is documented. What are the steps and code required to just launch a Watch app from a complication?
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1k
Dec ’20
ellipses in WKInterfacePicker Items in Simulator
When I run my Watch app in the Xcode 12.2, MacOS 11.0.1 Simulator (any size watch) for an update the text in my three WKInterfacePickers are truncated with ellipsis, e.g. MONTHS Jul, A..., Sep DAYS 14,15,16, YEARS 20..., 20..., 20... I keep the Width "Relative to Container" specifying a percentage for each picker adding up to 1. The Height of the Group container is constant. With the same settings on my (only) hardware 1st Gen Watch watchOS 4.3.2, the titles/text are fine and complete. The ellipses are less frequent with the 44mm face though. It doesn't seem the titles/text adapt to their containers. Any ideas?
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504
Dec ’20
Dealing with Loss of Force Touch in watchOS 7
I'm an Objective C relic (don't do Swift) with an iPhone app with a Watch app that I haven't had to touch for 2 years (because it just works) and has worked with WatchOSs 1-6 but now is broken because I used one Force Touch menu item in three paged views each with three pickers (just a spinner on opening). Basically, the app is a calculator using dates and the menu item simply lets the Watch user set the date to Today with one tap instead of fiddling with three pickers. I've watched the 2020 WWDC video "What's New in watchOS Design". It looks like the best fit would be a toolbar button on top but that is only available in OS 7. Many users can't have OS 7 on a 1st Gen Watch. I thought I could create a home-brew replica but found there is not a scroll view in watchOS before 7 to even place a button. The next best thing would be something like a More button but I can't figure out how to add/overlay a button (leading to a modal) in a lower corner (no constraints or auto layout in watchOS) without running into trouble with curved screens and different sized faces. So, I would be interested in any suggestions and help on how to resolve this for all watchOSs, or I guess I'll just remove this helpful functionality (which many probably do not even know is there because it's hidden).
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471
Dec ’20
Action Extension Memory Limit Crashes
I have an app with an action extension that takes a photo (the app only) or grabs a photo from a 3rd-party app or within the app itself, e.g. Photos, adds an imprint, e.g. date, and then adds a new photo to an album, Camera Roll. The app itself has no issue doing that for any photo in any app (lots of memory). But the extension crashes when the original photo is over ~8mb with some hard memory limit (120mb). But when I watch the memory use, it stays around 20mb, and when I initiate the stamped overlay, it briefly goes to 80mb, and then back down to 20mb and then crashes.The error is EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=120 MB, unused=0x0). Finally, I found that problem resides in a method where I add the imprint by drawing the original image in a graphic context using drawInRect: and then drawing the overlay into the same context and converting it to a UIImage and returning that to the caller. The app crashes at drawInRect: with vImage`_ERROR_Buffer_Write__Too_Small_For_Arguments_To_vImage__CheckBacktrace:With larger megapixel phones, this has caused me to remove my app from the App Store, and It sure doesn't seem like I've broken any programming rules.Does anyone know how to fix this kind of issue/crash?
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10k
Apr ’19