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I'm working on a video streaming app, and we've implemented GroupActivity for SharePlay. The app doesn't support PiP.
Based on the documentation we found, we can use the function requestForegroundPresentation described here.
I was trying to call this function when the GroupSession is in waiting and joined states, but nothing happens on the user's device. There is no banner to explain anything
The WWDC videos doesn't show an example, they just mention this feature, and it's unclear how it should work.
Tried the api in the sample project supporting_coordinated_media_playback, and same result
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I recently was thinking about which is the best format to use for my little icons in the app, and was considering the performance of PNG versus SVG . I know that PNG decoders are hardware accelerated and parallelized, and the rendering is as simple as placing the pixels on the screen.
On the other hand, SVG requires computation to determine the placement of pixels based on mathematical equations.
Considering this, my current assumption is that PNG is faster to render than SVG. However, if SVG is also hardware-accelerated, it could alter the situation, although this may not be the case.
Hi,
I am splitting my iOS app into smaller components, the natural way of doing this is to create static libraries that I can link with the main binary. I did succeed at making small static libraries (.a) and link them, but I was struggling with static framework where I have color assets.
Finally I was able to make it work by going to the app target > Build Phases > Copy Bundle Resources and add there the .xcassets from the static framework I created.
The confusion on my side is that the assets are accessed from the Framework code not from the app target code, and the guidance I am asking for is: How to create and link a static framework on iOS so that the framework can load and use it's own defined assets without having to do the Copy Bundle Resources step.
Best Regards, Ion
My application supports iOS and visionOS, in some cases, the image asset is a little bit different on visonOS, and to make this difference, we are using the visionOS image set to assign a different image.
Here is the screenshot of the asset, the warning and the detailed warning.