iOS is the operating system for iPhone.

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WidgetKit: Best practices for reloading widgets?
I am working on integrating widget support into an existing app and have a question regarding the best practices for reloading a widget. For context, the existing app allows the user to add a playlist widget which will show the title, track count, and thumbnail associated with that playlist. Within the app, playlists can of course be edited which will change the data that should be reflected on the widget. In addition, edits may happen over and over, in quick succession (ex. deleting multiple tracks, reordering tracks, etc). My question is as follows: should the widget be reloaded every time an edit is made, or is there a way to mark a widget as needing to be reloaded? Considering the use case where a user is editing a playlist and makes 10-20 changes in quick succession, it feels wasteful to reload a widget 10-20 times for each small change. However, the app doesn't necessarily know when the user is going to stop editing or terminate the app, so it's important that the widget is reloaded rather proactively. In addition to the above question, is there any way to only reload a specific, single widget, rather than all widgets or all widgets of a certain kind? Considering the use case where a user may have 3-4 playlist widgets on their homescreen, it also feels wasteful to reload all of them when only one of the playlists may have been edited. Yet, from my understanding of WidgetCenter, the only two functions for reloading a widget are reloadAllTimelines and reloadTimelines(ofKind:) which seem to only allow broad reloading.
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Aug ’24
Xcode Preview says:Cannot preview in this file: Failed to launch (App Name)
When I attempt to preview my code, I encounter an error message stating, “Cannot preview in this file: Failed to launch (App Name).” This issue is specific to this particular app. I attempted creating a new project, and that works fine. This is what it says in the diagnostics: | [Remote] JITError | | ================================== | | | [Remote] LLVMError | | | | LLVMError: LLVMError(description: "The file was not recognized as a valid object file")
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Error with editing your App Store localization
Hi Everyone, I seem to be stuck, my app was approved and in the status of Pending Developer Release. However the subscriptions / localizations submitted along with the release, were rejected. Now the app store connect is not allowing any changes to the subscriptions or the subscription group. I have now developer rejected the release in order to try to clear the issue, but nothing I do seems to clear issue. I have tried raising tickets and calls with, App Review Support team and the Apple Developer Program Support, but was offer generic advice or told to seek help on the dev forums. I keep getting the error, "There was an error with editing your App Store localization. Try again later." and it has not been days. Can anyone please shed any light on how I can unblock the subscriptions on the App Store Connect portal.
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185
Aug ’24
Recommended way for an app to launch into the App Store
While searching I've seen more than one url form used for launching from an app into the iPhone's App Store app. Both of these work, but is one preferred to the other, if so why, or are they exactly equivalent? let appStoreLink1 = "https://itunes.apple.com/us/app/apple-store/idNNNNN?mt=8" let appStoreLink2 = "https://apps.apple.com/us/app/name-of-app/idNNNNN" if let url = URL(string: appStoreLink1 or appStoreLink2), UIApplication.shared.canOpenURL(url) { UIApplication.shared.open(url, options: [:], completionHandler: {(success: Bool) in ...
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Aug ’24
Support multiple Network extension Targets in a single app
I have an iOS app with two network extension targets(tunnel1 and tunnel2) in it. Use case is explained below:- One target i.e Tunnel1 will be used for public traffic. Traffic not part of Tunnel2 will go through this tunnel Second target i.e Tunnel2 will be used for private traffic.This will be configured as per app vpn so that only those apps can have access to private resources. MDMs can push two VPN profiles along with Provider Bundle Indentifier so that designated tunnel can start based on source app. So far this works well. Issue:- We have thousands of deployments already in place where VPN profiles did not contain Provider Bundle Indentifier because so far our app had just one tunnel target. Now , after upgrade to New App version(with two NE targets) , sometimes Tunnel1 starts , sometimes Tunnel2 . Its purely random and dont know logic behind it. Question:- Is there any way to always prefer Tunnel1 when there is no Provider Bundle Indentifier in MDM pushed VPN profile?
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Confused between custom URL schemes and Universal linking and redirecting to the app store
I have a requirement to launch an app from another app (there is no requirement to launch the app from a website), and if its not installed then for the user to be redirected to the app store to download the app. The app already has a custom url scheme implemented, however the documentation and tutorials in this area are confusing and unclear. In order to launch the app, the custom url scheme will provide that, however, in order to get the redirection to the app store then firstly does the custom url scheme have to be replaced with universal links? Secondly, is it necessary to have a webpage that links to the app store? Is it possible to get this behaviour without having a website? Is it the case that Apple doesn't provide this functionality and developers have to have the hassle of hosting a website purely just for the sake of redirecting to the App Store?
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Aug ’24
System.PlatformNotSupportedException: PlatformNotSupported_ReflectionEmit
My app is used Developed by NET MAUI, after uploading to the APP Store and downloading it, there was a flash crash when running, and the error log reported 'System. PlatformNotSupported Exception: PlatformNotSupported d_ReflectionLimit'. However, if installed directly through macOS, there is no problem. Can you help me solve this problem, Thank you!
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Aug ’24
iOS game has some crashing issues.
My game opens up find on the first playthrough. I can play on every map and level and everything is fine. However after closing out the app and going back in everything map/level crashes when I try to load into it. This also happens sometimes when I’m on the app for to long. Clearing the data for the app and restarting fixes the issue. What’s going on with my app is it using up to much ram? My app is made with ue5 and is on iOS 17.
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Aug ’24
UI Distortion on iOS 14.2 iPhone 6s
In our application we have one banner via UIStackview which has one UIBotton & UILabel in horizontal stackview. In UI is working fine in all the iOS Version & devices but it is creating issue for iOS 14.2 iPhone 6s. We have verified the same in iOS 15.3.1 iPhone 6s, its is working fine. We are attaching 2 screenshot: Our Storybaord specific ui component. The distorted UI of iOS 14.2 iPhone 6s. Kindly update us on priority as end customer is facing issue.
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Jul ’24
Fold animation in UICollectionViewLayout
I want to achieve Fold animation when the user scrolls UICollectionView. I have UICollectionView with full-screen size cell and vertically scrolling with paging enabled. For that I've created sub-class of UICollectionViewFlowLayout which is as described below. class FoldingFlowLayout: UICollectionViewFlowLayout { private let logger = Logger(subsystem: bundleIdentifier, category: "FlowLayout") override func prepare() { super.prepare() scrollDirection = .vertical minimumLineSpacing = 0 minimumInteritemSpacing = 0 } override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? { let attributes = super.layoutAttributesForElements(in: rect) attributes?.forEach { attribute in transformLayoutAttributes(attribute) } return attributes } override func shouldInvalidateLayout(forBoundsChange newBounds: CGRect) -> Bool { return true } private func transformLayoutAttributes(_ attributes: UICollectionViewLayoutAttributes) { guard let collectionView = collectionView else { return } let contentOffsetY = collectionView.contentOffset.y let cellOffsetY = attributes.frame.origin.y - contentOffsetY let cellHeight = attributes.frame.height var transform = CATransform3DIdentity transform.m34 = -1.0 / 500.0 // Apply perspective if cellOffsetY < cellHeight && cellOffsetY > -cellHeight { let angle = (cellOffsetY / cellHeight) * .pi / 2 transform = CATransform3DRotate(transform, angle, -1, 0, 0) attributes.transform3D = transform attributes.alpha = 1.0 - (abs(cellOffsetY) / cellHeight) } else { attributes.transform3D = CATransform3DIdentity attributes.alpha = 1.0 } } } But this is not working as I expected. I want to create replica of this kind of animation. What am I missing here?
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Jul ’24
Merge results from NSURLSession back on to the main thread UI
I have apps that send requests for route between 2 locations and search, filter then display facilities near the route. The apps first send a request for the route on a background thread, then based on route, search for facilities near certain locations on or near the route. There maybe multiple searches on the same route, each on a different location. Suitable results then are displayed on the map. Apps also do live updates. However, since I have switched to using NSURLSession to search for the route on a background thread, not all suitable results/pin are displayed. Certain pins only show up upon the next didUpdateToLocation call. So my question is, what is the best practice to sync the results on the UI? Why do only some of the results show up on the UI, and others don't.
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Aug ’24
My app crashes in testflight.
This is an ue5 generated xcode project that I have released to test flight. However the app isnt operating as it should. The app closes out when I try to open the main level. The tutorial opens with ease and my store to buy characters opens sometimes. I havent been able to get the main level to open without crashing but I have heard the sound of the main level opening sometimes before it crashes. The crashes aren't consistent and happen when trying to open levels in my game such as the store, tutorial, etc. This is what the crash log said on the right. Is it a shader issue?
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Jul ’24