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App Store Review rejecting app because it references upcoming software
I updated one of my apps with the released version of Xcode 14. The minimum deployment version in the project and target are both iOS 13 (iPadOS 13). I built and tested it with the Simulator from the released version of Xcode 14. I built and tested it on some real devices with the released version of Xcode 14. I archived it, validated it, and uploaded it to the App Store for review. My "What's New in the Version" text says, "Supports all iPads compatible with iPadOS 13-15." App Store Review are rejecting it because: "Your app or its metadata contains references to a pre-release version of Apple software, products, or hardware. Apps with compatibility references to a pre-release candidate version of an Apple operating system or pre-released Apple products or hardware are not in compliance with the Apple Developer Program License Agreement." or: "We are unable to approve your app because it was built for iPadOS only using a pre-release version of iPadOS 16. While your app may not support new features in iPadOS 16, we are only accepting iOS 16, iPadOS 15.7, and universal apps at this time. To resolve this issue, resubmit your app built for a released version of iOS or iPadOS." I checked, and there was a random provisioning profile that seems to have been put in by having Xcode 14 update a copy of the original project to the recommended project settings. That seems to be a bug. So, I removed that profile and built again. App Store Review are still rejecting it. How do I resolve this? I've searched the app, and there is nothing in there targeting iPadOS 16. Nothing at all. I'm minded to think that because I have the latest Xcode-beta installed on my Mac, that it's using/writing data to a shared location, and when building with the released version of Xcode 14, something is being contaminated in that way? Any ideas?
5
0
3.4k
Sep ’22
How to handle this situation with data that changes while it's on-screen
I have a settings screen in my ObjC iOS app and in the SwiftUI Watch app. When you change something in the Watch app's screen and click the Save button it sends a dictionary of the new values to the iOS app. The iOS app receives it and updates its settings in the defaults, and also updates the Settings screen in the iOS app if it's on-screen when you made the changes on the Watch. I post a notification to update the Settings screen, and this works fine. I now need to handle it the other way round, i.e. you make changes in the iOS app, it sends a dictionary to the Watch, the Watch receives it and applies the settings, then updates the Watch app's Settings screen if it was open when the settings changed. I added the setting values in the Watch app to my model data, and the settings do correctly update when they're changed by the iOS app. However, the controls within the Settings screen on the Watch don't update because they're tied to @State vars, not the modelData vars. Here's some pseudocode to explain that: var newMode: Int = modelData.mode // Get the initial value from the modelData struct SettingsView: View { @State private var mode = newMode var body: some View { Text("\(modelData.mode)") // This updates when settings are changed in the iOS app Text("\(mode)") // This doesn't update Text("\(newMode)") // This doesn't update Picker("Mode", selection: $mode) { Text("0")).tag(0) Text("1")).tag(1) Text("2")).tag(2) } .pickerStyle(.navigationLink) .onChange(of: mode) { value in updateMode(value) } ... } func updateMode(_ value: Int) { newMode = value } In the two Text() lines that don't update it's understandable because they aren't tied to anything external to the screen, but even if I add an extra .onChange like this it doesn't update the value in the UI: .onChange(of: modelData.mode) { value in mode = value newMode = mode } The idea of the Settings screen is to allow the user to make changes, and either save their changes and apply them, or cancel and revert to the original settings. I don't want to update the settings unless the user specifically presses the "Save" button, and I really don't want to remove the "Save" button and simply apply the changes each time a change is made as I'd be sending a dictionary of data to the iOS app each time - I have a stepper in there, which would send it every time the value changed, which could be tens of times. So, the problem is that although the modelData.mode value is correctly changed by the receipt of new data from the iOS app, the Settings controls on the Watch do not update because they aren't tied to it. How do I get that to work? Is there a way of updating the newMode value and where it's displayed in the UI when the modelData changes?
1
0
799
Oct ’22
Why is there padding in the Watch Simulator & on a device?
I have a NavigationSplitView in my Watch App for watchOS 10, but it seems to have padding on the items in the list. A simplified version is: struct ListView: View { let allItems: [ItemDetail] = [testData0] @State var selectedItem: ItemDetail? = nil var body: some View { VStack(alignment: .center) { NavigationSplitView { List(allItems, selection: $selectedItem) { item in NavigationLink { ItemView(name: item.name) } label: { TableRowView() } } } detail: { if let selectedItem { ItemView(name: selectedItem.name) } else { ItemUnavailableView() } } } } } struct TableRowView: View { var body: some View { ZStack { Rectangle().fill(.blue) } } } When I run this on a watchOS Simulator (any Series/size) the list has leading and trailing padding. On an Ultra 2 it's about 18 pixels each side. On a Series 8 it's about 15 pixels. Why is this here, and how do I get rid of It? I want the list to fill the width of the screen. Look on this screenshot. The blue rectangle is in the horizontal centre of the row, and to the left and right is a grey area with curved corners, like the blue rectangle is on top of a wider grey rectangle with curved corners: It's very difficult to see, so you may have to zoom in a bunch. Anyway, how do I get rid of it? I can move my content by applying negative leading padding, like .padding(.leading, -18) but then it'll be different for each device, and I hate using magic numbers in my code.
2
0
1.1k
Sep ’23
Access iOS app CoreData in Swift extension?
This should be simple, but it's proving immensely difficult and annoying. I have three targets in the project: an iOS app written in Objective-C a Watch App written in Swift/SwiftUI a Widget Extension with my widgets and complications in, written in Swift/SwiftUI I want to access the Core Data that's got all my app's data in it from the Widget Extension and Watch App. How do I do this? Every internet search result assumes all your targets are in Swift, and it's really not feasible for me to rewrite the entire app. All three targets have the same App Group set up, and I can access UserDefaults in each target. I have a CoreData.swift class in a shared folder, and it's a member of both the Watch App and Widget Extension targets. It has this in it: lazy var persistentContainer: NSPersistentContainer = { let storeURL = URL.storeURL(for: kAppGroup, databaseName: kCoreDataModel) let storeDescription = NSPersistentStoreDescription(url: storeURL) let container = NSPersistentContainer(name: kCoreDataModel) container.persistentStoreDescriptions = [storeDescription] container.loadPersistentStores(completionHandler: { (storeDescription, error) in if let error = error as NSError? { fatalError("CoreData: Failed to initialise Managed Object Model from url: \(storeURL), with error: \(error), \(error.userInfo)") } }) return container }() and the storeURL extension is: public extension URL { static func storeURL(for appGroup: String, databaseName: String) -> URL { guard let fileContainer = FileManager.default.containerURL(forSecurityApplicationGroupIdentifier: appGroup) else { fatalError("CoreData: Shared file container could not be created.") } return fileContainer.appendingPathComponent("\(kCoreDataModel).sqlite") } } To be clear, the main iOS app (in Objective-C) has created the Core Data model etc., and it all works fine. I just want to be able to access the data in that model from the other targets. (I only need read access.) When I deploy to a device the stack looks like this: NSURL *dataModelFolderURL = [[[NSFileManager defaultManager] containerURLForSecurityApplicationGroupIdentifier:kAppGroup] URLByAppendingPathComponent:kCoreDataFolder]; Is: /private/var/mobile/Containers/Shared/AppGroup/9F329A90-C897-4AA2-87DF-D98A9E85356A/data-model NSURL *modelURL = [[NSBundle mainBundle] URLForResource:kCoreDataModel withExtension:@"momd"]; Is: file:///private/var/containers/Bundle/Application/CA9E3697-C4C6-48CB-89EA-CC441A6F81AF/MyApp.app/TheDataModel.momd/ // Wait until we have the store, or fetches will sometimes return no data [self performSelectorOnMainThread:@selector(getStore) withObject:nil waitUntilDone:YES]; storeURL = file:///private/var/mobile/Containers/Shared/AppGroup/9F329A90-C897-4AA2-87DF-D98A9E85356A/data-model/TheDataModel I've tried getting the Swift targets to look in a bunch of different paths, but nothing works. When I try to get a count of objects in the Core Data I always get zero results. The second of those outputs is from the bundle. I guess that's because the data model is held within the iOS app's structure? Does that make any difference? Should it be held somewhere else? If so, what should it be? (Minor rant: There really should be an option in Xcode that says, "This core data is shared here, here and here, and all you need to do is type CoreData.getSomeData() and you're done", but no, we have to write boilerplate code for everything.) Anyway... any help is appreciated.
1
0
1.1k
Oct ’23
App structure for iOS app, widgets, watchOS app & complications?
I've had to rewrite my app to get widgets working properly, and I've got this project structure: Main iOS app: Bundle identifier = com.me.myapp Contains: Widget Extension: Bundle identifier = com.me.myapp.widgets Targets iOS 17 Provides widgets to iOS Watch app: Bundle identifier = com.me.myapp.watchapp Contains: Complications Extension (a Widget Extension): Bundle identifier = com.me.myapp.watchapp.complications Targets watchOS 10 Provides widgets to watchOS On the Signing & Capabilities tab in Xcode 15, all four targets have: Provisioning Profile: Xcode Managed Profile Signing Certificate: Apple Development: My team App Groups: all use the same one: group.com.me.myapp I can build and deploy to a physical iPhone and Apple Watch, but the Watch app doesn't seem to be able to access the shared Core Data, which should be in the shared app group container. When running the main iOS app, the store location is: file:///private/var/mobile/Containers/Shared/AppGroup/189E5907-E6E4-4790-833F-06944E4FF5FF/data-model/TheDataModel When running the widget extension, the store location is: file:///private/var/mobile/Containers/Shared/AppGroup/189E5907-E6E4-4790-833F-06944E4FF5FF/data-model/TheDataModel When I run the Watch app, the store location is different: file:///private/var/mobile/Containers/Shared/AppGroup/55381E6D-410E-4322-93BA-64BD1933909E/data-model/TheDataModel How do I get the Watch app to see the Core Data store from the main app? Do I have to replicate the store to that location every time something changes in the main app? Or do I have to go back to sending massive data sets as dictionaries/data via WatchConnectivity?
1
0
1.8k
Oct ’23
PLEASE - how do you structure an app with Widgets and Complications?
Current project structure: Main iOS app (targets iOS 17). Widget Extension (targets iOS 17). Watch app (targets watchOS 10). Complications Extension (a Widget Extension, targets watchOS 10). I did have the complications embedded within the Watch app, but you cannot have two @mains in the same target so the complications are in their own WidgetKit extension. Sadly, when you add a WidgetKit extension to your project, Xcode ALWAYS sets it as an iOS widget extension; it doesn't give you the choice to make it a watchOS extension so you have to figure it out yourself. Now, I'm hitting an issue where the main iOS app works fine, the iOS widgets work fine, the Watch app runs fine, but the complications dot show up anywhere. I can't preview them in Xcode because it says various things like: This app was not built to support this device family; app is compatible with ( 1,2 ) but this device supports ( 4 } I can't find any information on what goes where in the build settings. Can someone tell me how each bit of the project should look in the build settings, please? (There's no information anywhere in Apple's developer documentation - which is a bit weird. They've released Xcode and they have no information on the various bits. And why doesn't Xcode set up a WidgetKit extension properly when you add it? Must we all do this manually, Apple?)
2
0
1.9k
Oct ’23
Pulling my hair out with Widgets
Here's my WidgetConfigurationIntent: WidgetEventDetails is a struct conforming to AppEntity, Identifiable, Hashable. It contains all the data needed to show in a widget. Here's my placeholder, snapshot, timeline etc.: When I go to add a widget to my iPhone Home Screen I choose my app, and the small and medium widgets are displayed, and they use the data from the placeholder function correctly, i.e. a random set of data (an 'event') is returned and seen in the widget picker. I select a widget and it appears on the Home Screen, but it's now just a placeholder view, and it stays like that forever. If I hold down and edit the widget, there's no selected event, as in, I might've picked "Christmas" from the widget picker but when it gets added to the Home Screen that link is lost. So, I edit the widget and go to choose any event, and this appears for ages: When it finally displays the list of events I pick one and the widget looks this forever: I can't see what I'm doing wrong. Any ideas? If you need any more of the code, please just ask. I'm getting really frustrated with this stuff and just want it to work. I get so far with it, it all goes well, then something happens and it just breaks. And it's not my coding as I'm using git and can can go back to previous commits where stuff was working, only to find it doesn't. I'm glad iOS 17 now has this "State of Mind" logging 'cos it shows exactly how I feel developing for iOS! 🥸
2
0
1.1k
Oct ’23
Widgets: Can you have a non-customisable static widget?
I want to add a large widget to my app, but it doesn't make sense to simply expand the information that's displayed in a small or medium widget to fill up the space of a large widget. Let's say I have a bunch of events in my app, and the user can add a small/medium widget to their Home Screen and choose which one of their events the widget shows. This is fine and works well, but for a large widget I want to have a totally different experience. I want to display the next four upcoming events in a list. These events are set by the order they're going to occur (date-wise) so you can't really pick which four you want to display, so I don't want to be able to edit the widget. However, if I add such a widget you can still hold down and edit the widget to select an event. Also - and I'm not sure why it does this - when you hold down and edit the widget, it displays the title and description that are assigned to my small/medium AppIntentConfiguration widget, and not the title and description that are provided to the large StaticConfiguration widget, i.e.: struct WidgetExtension: Widget // Small/medium dynamic widget { var body: some WidgetConfiguration { AppIntentConfiguration( kind: kWidgetKind, intent: WidgetEventIntent.self, provider: WidgetEventTimelineProvider() ) { entry in WidgetEntry(entry: entry) } .configurationDisplayName(smallMediumTitle). // This and the line below... .description(NSLocalizedString(smallMediumDescription) // are seen when editing the large widget .supportedFamilies([.systemSmall, .systemMedium]) } } struct WidgetExtension_Large: Widget // Large static widget { var body: some WidgetConfiguration { StaticConfiguration( kind: kWidgetKind, provider: WidgetEventTimelineProvider_Large() ) { entry in WidgetEntry_Large(entry: entry) } .configurationDisplayName(largeTitle) .description(largeDescription) .supportedFamilies([.systemLarge]) } } If it's not possible to have a non-editable widget, it might be more fun to let the user select four events themselves, so I'd need to change the large widget to an AppIntentConfiguration widget, but what would the four parameters look like? Currently, I have this for the small/medium widget that lets you select one event: @Parameter(title: "Event") var event: WidgetEventDetails? init(event: WidgetEventDetails? = nil) { self.event = event } init() { } static var parameterSummary: some ParameterSummary { Summary { \.$event } } How would I change it to select four events? It might be helpful to only be able to select a second event if a first one has been chosen, and a third if a first & second have been chosen etc. Any ideas? Thanks.
2
0
884
Oct ’23
Lightweight migration in Swift/UI with CoreData
Hey all. I've been rewriting my Objective-C app in SwiftUI (it's going well, thanks!) and I'm hitting this issue that I thought I'd solved ages ago. I have version 5.1 of my original ObjC app using version 11 of the Core Data model. I've created a new version 12, added a couple of new attributes, and created a mapping model from 11 to 12. The fields I've added are booleans, and I've set them to have a default value of NO so that new entries will automatically get NO, but there are existing records that don't have that field at all, and I'd like them to also get NO (or YES, depending on something in the other fields, but I haven't figured out how to do that yet). This is how Core Data is set up in the new Swift target: public extension URL { // Returns a URL for the given app group and database pointing to the sqlite database static func storeURL(for appGroup: String, databaseName: String) -> URL { guard let fileContainer = FileManager.default.containerURL(forSecurityApplicationGroupIdentifier: appGroup)?.appending(path: kCoreDataFolder) else { logger.error("Shared file container could not be created.") fatalError("CoreData: Shared file container could not be created.") } return fileContainer.appendingPathComponent("\(kCoreDataModel)") } } // MARK: - Persistence Controller struct CoreData { static let shared = CoreData() let container: NSPersistentContainer init() { let storeURL = URL.storeURL(for: kAppGroup, databaseName: kCoreDataModel) let storeDescription = NSPersistentStoreDescription(url: storeURL) container = NSPersistentContainer(name: kCoreDataModel) container.persistentStoreDescriptions = [storeDescription] container.loadPersistentStores(completionHandler: { (storeDescription, error) in if let error = error as NSError? { logger.error("Failed to initialise Managed Object Model from url: \(storeURL), with error: \(error), \(error.userInfo)") fatalError("CoreData: Failed to initialise Managed Object Model from url: \(storeURL), with error: \(error), \(error.userInfo)") } }) container.viewContext.automaticallyMergesChangesFromParent = true } When I run the old app on the Simulator it adds some demo data (using model v11), and the app functions properly. If I then install the new version - using v12 - it fails with a Core Data error because it couldn't migrate the data. (Apologies, I cannot get the exact error at the moment as I'm part-way through redoing some other stuff and the app won't build.) I've read somewhere that "When we use the NSPersistentContainer class to create and manage the Core Data stack, we don't need to do any additional setup work, the lightweight migration is automatically activated for us." But if that's the case, why does my app crash? I'll try and get the exact error for you... How do I implement lightweight migration in Swift? This page suggests creating a persistent coordinator and adding a couple of options, but I can't quite figure out how to do that with the code I already have, and each time I try it seems to beat the original store so I keep going back to the above code because it works.
1
0
1.3k
Mar ’24
How to resize a UIImage and get rid of the white line?
Hi all. I've spent six hours today trying to resize images from the Photos Library on the iPhone Simulator, but no matter what I try - and I've tried everything on StackOverflow - I always get a white line at the bottom of the image, even when trying the suggestions that specifically say "this one even gets rid of the white line!" This is just one of the many attempts: let image: UIImage = <whatever> let size = CGSize(width: 800, height: 600) guard let data = resizeImage(image: image, size: size, scale: 1).jpegData(compressionQuality: 0.75) ?? image.pngData() else { return false } func resizeImage(image: UIImage, size: CGSize, scale: CGFloat) -> UIImage { let availableRect = AVFoundation.AVMakeRect(aspectRatio: image.size, insideRect: .init(origin: .zero, size: maxSize)) let targetSize = availableRect.size let format = UIGraphicsImageRendererFormat() format.scale = scale let renderer = UIGraphicsImageRenderer(size: targetSize, format: format) let resized = renderer.image { (context) in image.draw(in: CGRect(origin: .zero, size: targetSize)) } return resized } I've read that image.draw(in:) adds that white line because it's using non-integer values and the background of a JPEG is white, so I floor()d and round()ed the size values, but I always get the white line. I just can't seem to get it to work. Does anyone have a working function that will resize one of the JPEG images included in the Simulator without putting that white line down there? Note: The pink/purple flowers image always resizes and comes back upside down, and the only difference I can see in the six images included in the Simulator is that that one is HEIF while all the others are JPEG. I'll also need any function to handle HEIF/HEIC, too, I guess... This is on Xcode 15.0.1 (15A507) with Simulator iOS 17.0.1. I've also tried it on a real device (iPhone 15 Pro Max, iOS 17.4) and the same thing happens, so it's not like the Simulator images are banjaxed in some way.
3
0
1.6k
Mar ’24
How do I get my widgets to work?
iOS app with Home Screen and Lock Screen widgets written in Swift/SwiftUI. I've never been able to get widgets to work properly. It's more pronounced on Lock Screen widgets, so let's try that method first... The app stores data in Core Data as an Event. They're read into my model and stored as WidgetEventDetails structs: struct WidgetEventDetails: AppEntity, Identifiable, Hashable { public var eventId: String public var name: String public var date: Date public var id: String { eventId } This all works absolutely fine in the iOS app, and each one is unique based on the eventId. When I go to add a Lock Screen widget, I customise the Lock Screen, tap in the section to add a widget, and my widgets appear correctly and are selectable: (bottom right, says "1y 28w 1d") So, I tap it and it appears in the widgets section: But it appears as "17w 6d", which is a different event entirely. Notice how the one in the selectable widgets has changed to "15w 5d", and the one I tapped (1y 28w 1d) is nowhere to be seen. So, I tap the one in the top row (17w 6d) to select an event, and this appears, suggesting that the event is the "Edinburgh & Glasgow 2024-02" event: But that event is actually only a day away (1d), so that's not the one I selected at all. I tap the list and see these events: I select "Las Vegas 2024", which is 17w 3d away, and this is shown: 17w 6d is a different event, not Las Vegas 2024. So, I tap it again and see this. The "Loading" text appears for ages, but occasionally does show the full list, as before: I select "Edinburgh & Glasgow 2024-02" which is 1d away, and I see this again: So, I resign myself to hoping it'll just figure itself out, and I tap "Done": "17w 6d" again :( I finish customising, and exit the customisation screen. I show the Lock Screen, and I see this: Why doesn't this work? Here's the code: @main struct WidgetExtensionBundle: WidgetBundle { @WidgetBundleBuilder var body: some Widget { WidgetExtension() } } struct WidgetExtension: Widget { var body: some WidgetConfiguration { AppIntentConfiguration(kind: kWidgetKind, intent: WidgetEventIntent.self, provider: WidgetEventTimelineProvider()) { entry in WidgetEntry(entry: entry) .environment(modelData) } .configurationDisplayName(NSLocalizedString("AddingWidget_Title", comment: "Adding the Widget")) .description(NSLocalizedString("AddingWidget_Description", comment: "Adding the Widget")) .supportedFamilies([.accessoryCircular, .accessoryInline, .accessoryRectangular, .systemSmall, .systemMedium]) .contentMarginsDisabled() } } struct WidgetEventIntent: WidgetConfigurationIntent { static let title: LocalizedStringResource = "AddingWidget_Title" static let description = IntentDescription(LocalizedStringResource("AddingWidget_Description")) @Parameter(title: LocalizedStringResource("Event")) var event: WidgetEventDetails? init(event: WidgetEventDetails? = nil) { self.event = event } init() {} static var parameterSummary: some ParameterSummary { Summary { \.$event } } } struct EventQuery: EntityQuery, Sendable { func entities(for identifiers: [WidgetEventDetails.ID]) async throws -> [WidgetEventDetails] { modelData.availableEvents.filter { identifiers.contains($0.id) } // availableEvents is just [WidgetEventDetails] } func suggestedEntities() async throws -> [WidgetEventDetails] { return modelData.availableEvents.filter { $0.type == kEventTypeStandard } } } If you think it's the TimelineProvider causing it, I can provide that code, too.
2
0
1.5k
Jun ’24
How to use the new Text timer formats?
I'm trying to get a countdown timer to work, and the way I currently do it in my watchOS 10 app is a complicated load of nonsense to get two Strings that look like "1w 1d" and "12:34:56", i.e. a String that shows components like year, week and day, and another String showing hours, minutes and seconds. The new Text formats seen here https://developer.apple.com/wwdc24/10144?time=645 look useful, but I can't get them to return the values I need. If I use this: let dateA = Date.now let dateB = Date.advanced(by: /* value for 8 days, 12 hours, 34 minutes and 56 seconds */) Text(dateA, format: .offset(to: dateB, allowedFields: [.year, .week, .day], maxFieldCount: 3)) I expect to see "1 week 1 day", but it always comes back as "8 days". I guess it's giving me the most concise result, but I don't want that. I'm not sure anyone would want that. Imagine you have an event coming up in 3 days 6 hours, do you want to see "in 78 hours" or do you want "in 3 days and 6 hours"? Why must we make the user calculate the days and hours in their head when we have the ability to give them the right information? While I'm on this, why does the resulting String have to have "in " at the beginning? I don't want that; it's not my use case, but it's forced on me. I've raised this a hundred times with Apple. I just want to see a String that shows the difference between two dates in a format of my choosing, i.e. "1w 1d", but they never give me what I need, so I have to write extremely complex - and fragile - code that figures this stuff out, and I still can't get that to work properly. Why can't we just have something like: Text(from: dateA, to: dateB, format: "%yy %ww %dd") // for "1 year 2 weeks 3 days", show parts with a value > 0 Text(from: dateA, to: dateB, format: "%0yy %0ww %0dd") // for "0 years 2 weeks 3 days", show all parts regardless of value Text(from: dateA, to: dateB, format: "%y %w %d") // for "1y 2w 3d", show parts with a value > 0 Text(from: dateA, to: dateB, format: "%0y %0w %0d") // for "0y 2w 3d", show all parts regardless of value
3
0
1.3k
Jul ’24
Biometric authentication, Face ID doesn't get triggered
When a user swipes up to see the app switcher, I put a blocking view over my app so the data inside cannot be seen if you flick through the app switcher. I do this by checking if the scenePhase goes from .active to .inactive. If the app goes into the background, scenePhase == .background so I trigger something that would force the user to authenticate with Face ID/Touch ID when the app is next brought to the foreground or launched. However, this doesn't seem to work. The biometrics authentication is executed, but it just lets the user in without showing the Face ID animation. I put my finger over the sensors so it couldn't possibly be authenticating, but it just lets them in. Here's a quick set of logs: scenePhase == .inactive - User showed app switcher scenePhase == .background - User swiped up fully, went to Home Screen scenePhase == .inactive - User has tapped the app icon scenePhase == .active - App is now active authenticate() - Method called authenticate(), authenticateViaBiometrics() == true - User is going to be authenticated via Face ID // Face ID did not appear! success = true - Result of calling `context.evaluatePolicy(.deviceOwnerAuthenticationWithBiometrics` means user was authenticated successfully error = nil - No error in the authentication policy authenticate(), success - Method finished, user was authenticated Here's the code: print("authenticate(), authenticateViaBiometrics() == true - User is going to be authenticated via Face ID") var error: NSError? guard context.canEvaluatePolicy(.deviceOwnerAuthenticationWithBiometrics, error: &error) else { // Handle permission denied or error print("authenticate(), no permission, or error") authenticated = false defaultsUpdateAuthenticated(false) defaultsUpdateAuthenticateViaBiometrics(false) return } context.evaluatePolicy(.deviceOwnerAuthenticationWithBiometrics, localizedReason: "Authenticate with biometrics") { (success, error) in DispatchQueue.main.async { print("success = \(success)") print("error = \(String(describing: error?.localizedDescription))") if(success) { print("authenticate(), success") authenticated = true } else { print("authenticate(), failure") authenticated = false } } } This happens with or without the DispatchQueue... call.
2
0
1.2k
Aug ’24
How to draw emojis like the Lock Screen customisation?
On iOS you can create a new Lock Screen that contains a bunch of emoji, and they'll get put on the screen in a repeating pattern, like this: When you have two or more emoji they're placed in alternating patterns, like this: How do I write something like that? I need to handle up to three emoji, and I need the canvas as large as the device's screen, and it needs to be saved as an image. Thanks! (I've already written an emojiToImage() extension on String, but it just plonks one massive emoji in the middle of an image, so I'm doing something wrong there.)
1
0
602
Dec ’24
Refreshing widgets - policy and background tasks?
I have widgets providing their timeline using the .atEnd reload policy, i.e.: // AppIntentTimelineProvider: return Timeline(entries: entries, policy: .atEnd) // TimelineProvider let timeline = Timeline(entries: entries, policy: .atEnd) completion(timeline) I can't seem to find any information on what happens after the end of the timeline. So, let's say I've got two days worth of entries, the dev docs for the reload policy say, "A policy that specifies that WidgetKit requests a new timeline after the last date in a timeline passes." Great! But how does it request the new timeline? Does iOS launch my app in the background and simply re-run the timeline to generate another two days worth of entries? I doubt it. I figure I need to implement some sort of background task, and the dev docs say how to do it with an Operation, but then I read that this is an old way of doing it? I've found some info online saying to use something like this, so this is what I've implemented: let kBackgroundWidgetRefreshTask = "my.refresh.task.identifier" // This has been registered in the info.plist correctly class SchedulingService { static let shared = SchedulingService() func registerBackgroundTasks() { let isRegistered = BGTaskScheduler.shared.register(forTaskWithIdentifier: kBackgroundWidgetRefreshTask, using: nil) { task in print("Background task is executing: \(task.identifier)") // This does print "true" self.handleWidgetRefresh(task: task as! BGAppRefreshTask) } print("Is the background task registered? \(isRegistered)") } func scheduleWidgetRefresh() { let request = BGAppRefreshTaskRequest(identifier: kBackgroundWidgetRefreshTask) // Fetch no earlier than 1 hour from now - test, will be two days request.earliestBeginDate = Date(timeIntervalSinceNow: 60 * 60) do { try BGTaskScheduler.shared.submit(request) print("Scheduled widget refresh for one hour from now") } catch { print("Could not schedule widget refresh: \(error)") } } private func handleWidgetRefresh(task: BGAppRefreshTask) { // Schedule a new refresh task scheduleWidgetRefresh() // Start refresh of the widget data let refreshTask = Task { do { print("Going to refresh widgets") try await self.backgroundRefreshWidgets() task.setTaskCompleted(success: true) } catch { print("Could not refresh widgets: \(error)") task.setTaskCompleted(success: false) } } // Provide the background task with an expiration handler that cancels the operation task.expirationHandler = { refreshTask.cancel() } } func backgroundRefreshWidgets() async throws { print("backgroundRefreshWidgets() called") definitelyRefreshWidgets() } } As I've commented above, the line print("Background task is executing: \(task.identifier)") does print true so the task has been registered correctly. I've put the app into the background and left it for hours and nothing is printed to the console. I've implemented a logger that writes to a file in the app container, but that doesn't get anything either. So, is there something I'm misunderstanding? Should I change the reload policy to .after(date)? But what makes the timeline reload? As a second but linked issue, my widgets have countdown timers on them and the entire timeline shows that every entry is correct, but the widgets on the Home Screen simply fail to refresh correctly. For example, with timeline entries for every hour for the next two days from 6pm today (so, 7pm, 8pm...) every entry in the preview in Xcode shows the right countdown timer. However, if you put the widget on the Home Screen, after about five hours the timer shows 25:12:34 (for example). No entry in the timeline preview ever shows more than 24 hours because the entires are every hour, and the one that shows a timer starting at 23:00:00 should never get to 24:00:00 as the next entry would kick in from 0:00:00, so it should never show more than 23:59:59 on the timer. It's like the 23:00:00 timer is just left to run for hours instead of being replaced by the next entry. It's as though the widget isn't refreshing correctly and entries aren't loaded? Given this is the Simulator - and my development device - and both are set to Developer Mode so widget refresh budgets aren't an issue, why is this happening? How do you get widgets to refresh properly? The dev docs are not very helpful (neither is the Backyard Birds example Apple keep pushing). Thanks!
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Dec ’24