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invalid mode 'kCFRunLoopCommonModes'
invalid mode 'kCFRunLoopCommonModes' provided to CFRunLoopRunSpecific - break on _CFRunLoopError_RunCalledWithInvalidMode to debugI get this warning when I tap either of the switches shown below. I've tried capturing the switch state in a var and using that to trigger the do/catch statement but no joy. I've even tried pulling the do/catch into separate functions and I still get the warning. Has anybody else run into this and how did you fix it?@IBAction func greetingFormat_Tapped(_ sender: UISwitch) { let theQuery = theTable_Settings.filter(settingID == 1) if sender.isOn { do { if try Database.shared.databaseConnection!.run(theQuery.update(greeting_Format <- "true")) > 0 { greetingFormatLabel_Outlet.text = NSLocalizedString("HelloMrSmith_String", comment: "") } else { print("greeting format true not found") } } catch { print("greeting format true update failed! Error: \(error)") } } else { do { if try Database.shared.databaseConnection!.run(theQuery.update(greeting_Format <- "false")) > 0 { greetingFormatLabel_Outlet.text = NSLocalizedString("HiJoe_String", comment: "") } else { print("greeting format false not found") } } catch { print("greeting format false update failed! Error: \(error)") } } }@IBAction func nonrefundableSwitch_Tapped(_ sender: UISwitch) { let theQuery = theTable_Settings.filter(settingID == 1) var itsOn: String = "" if sender.isOn { itsOn = "true" } else { itsOn = "false" } if itsOn == "true" { do { if try Database.shared.databaseConnection!.run(theQuery.update(nonRefundable_Bool <- "true")) > 0 { depositDueLabel_Outlet.text = NSLocalizedString("nonRefunddepositisdue_String", comment: "") } else { print("nonRefundable true not found") } } catch { print("nonRefundable true update failed! Error: \(error)") } } else { do { if try Database.shared.databaseConnection!.run(theQuery.update(nonRefundable_Bool <- "false")) > 0 { depositDueLabel_Outlet.text = NSLocalizedString("depositisdue_String", comment: "") } else { print("nonRefundable false not found") } } catch { print("nonRefundable false update failed! Error: \(error)") } } }
34
2
24k
Apr ’20
Backwards compatibility with buttons in Xcode 13
I have a number of apps which use a custom tab-bar for navigation. The tab-bar uses buttons with an ICON on top and text below. I have this working in Xcode 12.5 with an extension similar to those below. I wanted to see if I could convert to Xcode 13 and take advantage of the new button configurations. I was having some problems getting this to work properly so I did the following testing. I created a new empty project in Xcode 12.5.1. Closed and re-opened the app in Xcode 13 and added two plain buttons. I didn’t change any of the attributes in the IB so they just have a blue button text. Then I attached one of the extensions below to each button. When the app opens in iSO 15 the buttons display the correct style. However, when either of the buttons is tapped the display reverts back to the text attributes of the button in the IB. So it’s blue, the text reads button and the text size changes back to the default. The ICON and the positioning remain unchanged.  If I create a new Xcode 13 project and do the exact same thing then everything working fine. Is anybody else seeing this? Is there something I need to change something in the extensions to make it work in pre 13 Xcode? @available(iOS 15.0, *) extension UIButton {     func settings_MenuBtn()     {         self.configuration = .plain()         let imageConfig = UIImage.SymbolConfiguration(scale: .large)         self.configuration?.title = "Settings"         self.configuration?.attributedTitle?.foregroundColor = .white         self.configuration?.imagePlacement = .top         self.configuration?.titleAlignment = .center         self.configuration?.imagePadding = 6         self.configuration?.contentInsets = NSDirectionalEdgeInsets(top: 0, leading: 0, bottom: 0, trailing: 0)         self.configuration?.image = UIImage(systemName: "gearshape", withConfiguration: imageConfig)                  self.configuration?.attributedTitle?.font = .systemFont(ofSize: gMenuTextSize, weight: .regular)     } } @available(iOS 15.0, *) extension UIButton.Configuration {     static func settings_MenuBtn2() -> UIButton.Configuration     {         let imageConfig = UIImage.SymbolConfiguration(scale: .large)         var config: UIButton.Configuration = .plain()         config.title = "Settings"         config.attributedTitle?.foregroundColor = .white         config.attributedTitle?.font = .systemFont(ofSize: gMenuTextSize, weight: .regular)         config.image = UIImage(systemName: "gearshape", withConfiguration: imageConfig)         config.imagePlacement = .top         config.titleAlignment = .center         config.imagePadding = 6         config.contentInsets = NSDirectionalEdgeInsets(top: 0, leading: 0, bottom: 0, trailing: 0)         return config     } }
3
0
1.1k
Oct ’21
Problem with In-App Purchase having 2 status at the same time
This is on an approved app that has an in-app purchase. It was released with hosting turned off which is correct. I did a rev to the app. In the rev I mindlessly changed the in-app purchase and turned hosting on. I thought I was working on a different app. Anyway, I have tried to set it back and turn hosting off but it won't let me save. Now, on the same IAP, I have two status. I thought about deleting the existing IAP and creating a new one but the option to delete is not available. I thought about adding a new IAP and using it but that does not get rid of the Waiting for Upload IAP. Has anybody seen something like this and know how to resolve it. Is there a way to get someone with system level authority to help? Thanks for the help in advance.
1
0
559
Mar ’22
Editing Did End action is firing when alert opens
I have a textField which opens an alert. The textField is displayed in a custom popup. The textFiled is hooked to Editing_Did_End, Editing_Did_Begin and Editing_Changed actions. I'm running Xcode 13.4.1 In iOS 15.5 everything works fine. In iOS 15.6.1 the Editing_Did_End action is fired as soon as the alert opens. This is causing me a lot of trouble. In iOS 15.5 the Editing_Did_End action is not fired when the alert opens. This is how it has worked in the past. I'm pretty sure this is a bug. Has anybody else run into this? I'd be happy to share my code but the thing is that it works perfectly in iOS 15.5 so I don't think there's a problem with my code.
2
0
1.4k
Aug ’22
The firing order of NotificationCenter observing when the keyboard appears and textViewDidBeginEditing has been changed.
If you are seeing the same thing please reply to this post. The firing order was changed when tapping a textView or textField. I first noticed this in iOS 15.6.1 on my physical device. If I send the app to a physical device running iOS 15.5 everything worked fine. Once I updated the device to iOS 15.6.1 or higher the change in firing order broke the ability to get the keyboard height when the textView was first tapped. It's happening on both iPad and iPhone. In Xcode 13.4.1, iOS 15.5 and before. keyboardWillShow fired then textViewDidBeginEditing fired after. This allowed to get the keyboard height before the textView became active and thus move the textView up the proper amount. In Xcode 14.0.1, or anything above iOS 15.5. textViewDidBeginEditing fires then keyboardWillShow fires after. So if you're moving the textview up to clear the keyboard it won't work right anymore because you won't get the keyboard height until after the textView has become firstResponder. The firing order was also changed for textFields. I thought about hard-coding in the keyboard heights for each device but that really doesn't make sense. That and what if Apple changes the keyboard height. I have filed a bug report but so far no response. If you're using notificationCenter to get the keyboard height please check if your app is broken too. If so, please file a bug report so we can get some traction. I have several apps I'm waiting to release and this is holding me up. You can use the code below to check the before and after firing order. Keep in mind that the textView delegate needs to be the view. In viewDidLoad I have this. NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: UIResponder.keyboardWillShowNotification, object: nil) The selector for NotificationCenter.default.addObserver // MARK: - get the keyboard height @objc func keyboardWillShow(notification: NSNotification) { if let keyboardRectValue = (notification.userInfo?[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue { print("keyboardHeight ran \(keyboardHeight)") } } Then I have: // MARK: - TextView Editing Begin. func textViewDidBeginEditing(_ textView: UITextView) { print("textViewDidBeginEditing ran") }
2
1
1.1k
Sep ’22
Setting up keyboard avoidance to a textview using keyboardLayoutGuide
I'm setting up keyboard avoidance to a textview. Objectives: Use keyboardLayoutGuide.followsUndockedKeyboard Allow for floating keyboard on iPad Move the textView up to clear the keyboard when it's tapped Move the textView back when the keyboard is hidden or when the textView is not firstResponder View layout for testing: Three controls. A textField A TextView A UIView The constraint on the bottom of the textView is 15 pts from the top of the UIView. This constraint is set to a Priority of 750 The code I have works fine except when the iPad is rotated. keyboardWillHideNotification fires when the rotation occurs even though the keyboard stays undocked. This causes the textView to drop to its home position and then pop back up again. It's very goofy looking. The textView should hug the top of the keyboard. I tried using textViewDidEndEditing instead of keyboardWillHide but that isn't much better. Anybody have any ideas on making the textView hug the top of the keyboard when the iPad is rotated? class ViewController: UIViewController, UITextViewDelegate { @IBOutlet weak var myTextView: UITextView! private var buttomConstraint: NSLayoutConstraint! override func viewDidLoad() { super.viewDidLoad() myTextView.translatesAutoresizingMaskIntoConstraints = false buttomConstraint = myTextView.bottomAnchor.constraint(equalTo: view.keyboardLayoutGuide.topAnchor) view.keyboardLayoutGuide.followsUndockedKeyboard = true NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: UIResponder.keyboardWillShowNotification, object: nil) NotificationCenter.default.addObserver(self, selector: #selector(self.keyboardWillHide), name: UIResponder.keyboardWillHideNotification, object: nil) hideKeyboard() } override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) { } @objc func keyboardWillHide(notification: NSNotification) { print("Keyboard will hide") if myTextView.isFirstResponder { UIView.animate(withDuration: 0.3) { [weak self] in self?.buttomConstraint.isActive = false self?.view.layoutIfNeeded() } } else { print("Somethibg") } } @objc func keyboardWillShow(notification: NSNotification) { if myTextView.isFirstResponder { UIView.animate(withDuration: 0.3) { [weak self] in self?.buttomConstraint.isActive = true self?.view.layoutIfNeeded() } } else { buttomConstraint.isActive = false } } func textViewDidBeginEditing(_ textView: UITextView) { // UIView.animate(withDuration: 0.3) { [weak self] in // self?.buttomConstraint.isActive = true // self?.view.layoutIfNeeded() // } } func textViewDidEndEditing(_ textView: UITextView) { // UIView.animate(withDuration: 0.3) { [weak self] in // self?.buttomConstraint.isActive = false // self?.view.layoutIfNeeded() // } } } extension ViewController { // MARK: This dismisses the keyBoard when the view it tapped func hideKeyboard() { let tap: UITapGestureRecognizer = UITapGestureRecognizer( target: self, action: #selector(ViewController.dismissKeyboard)) tap.cancelsTouchesInView = false view.addGestureRecognizer(tap) } @objc func dismissKeyboard() { view.endEditing(true) } }
2
0
2.3k
Oct ’22
.main is going to be deprecated
I have this code in the sceneDelegate of my app. I understand that .main is going to be deprecated. The warning says to use view?.window?.windowScene?.screen but there is no view in sceneDelegate. How can I change let screenSize = UIScreen.main.fixedCoordinateSpace.bounds to not use .main? Thanks in advance.
8
0
4.6k
Dec ’22
How to set up an auto layout constraint to be a % value
I'm setting up auto layout constraints and I want the leading constraint of one of the controls on the view to be a fixed value on iPhone (CR) and equal to a % of the screen width for iPad. Can this be done in IB using the size inspector or does it need to be done programmatically? I've searched for documentation and looked at lots of videos but I was unable locate the information. If someone could provide a link to the documentation or share some sample code, I would be very grateful.
1
0
1.3k
Dec ’22
Something broke from Xcode 14.1 to Xcode 14.2 keyboardFrameWillChange
This is regarding the keyboardFrameWillChange notification. This code worked as expected under Xcode 14.1 With floating_Keyboard = false Tap the textView Full keyboard opens textView moves up to avoid the keyboard Change to floating keyboard Floating keyboard opens textView moves to home position Tap the view background to close the keyboard Tap the textView again Floating keyboard opens txtView remains at home position Change to full keyboard Full keyboard opens textView moves up to avoid the keyboard With Xcode 14.2 if the keyboard is floating and the textView is firstResponder, and the keyboard is then set back to full keyboard, the floating_Keyboard = false part of the code does not fire. This means the textView remains in the home position even though the full keyboard opens. Is anybody else experiencing this? private var floating_Keyboard: Bool = false NotificationCenter.default.addObserver(self, selector: #selector(self.keyboardFrameWillChange), name: NSNotification.Name(rawValue: UIResponder.keyboardWillChangeFrameNotification.rawValue), object: nil) @objc func keyboardFrameWillChange(notification: NSNotification) { let userInfo = notification.userInfo! let keyBoardBeginRect = userInfo[UIResponder.keyboardFrameBeginUserInfoKey] as! CGRect let screenBounds = UIScreen.main.bounds if (keyBoardBeginRect.equalTo(CGRect.zero)) { print("\(#function) Floating keyboard") floating_Keyboard = true if trickPatterFld.isFirstResponder { UIView.animate(withDuration: 0.3) { [weak self] in self?.bottom_Constraint.constant = self!.patter_Bottom_Constraint self?.view.layoutIfNeeded() } } } else if keyBoardBeginRect.width == screenBounds.width { print("\(#function) Full keyboard") floating_Keyboard = false if trickPatterFld.isFirstResponder { UIView.animate(withDuration: 0.3) { [weak self] in self?.bottom_Constraint.constant = self!.keyboardHeight self?.view.layoutIfNeeded() } } } } func textViewDidBeginEditing(_ textView: UITextView) { if textView.tag == 2 { set_The_Keyboard_Hgt() if textView.textColor == Theme.current.placeHolderTextColor { textView.text = "" textView.textColor = Theme.current.textColor } if floating_Keyboard == false { UIView.animate(withDuration: 0.3) { [weak self] in self?.bottom_Constraint.constant = self!.keyboardHeight self?.view.layoutIfNeeded() } } } else { if textView.textColor == Theme.current.placeHolderTextColor { textView.text = "" textView.textColor = Theme.current.textColor } } }
0
0
717
Dec ’22
Controlling what happens when the view background is tapped
I'm trying to control what happens when the view background is tapped. The view has a field, a button and a list collectionView. When the user enters a name into the field, the button is enabled and when the button is tapped the name from the field is saved into a list collectionView. What I want to happen: If the field isFirstResponder when the viewBackGround is tapped then I want the superView_Tapped() to be triggered. If the collectionView is tapped it works fine. If the view background is tapped it works fine. When the view backGround is tapped the field text is cleared and sone other things take place. See superView_Tapped() below. What actually happens: The problem I'm having is that tapping the button also triggers the superView_Tapped(). So what happens is the field is emptied and a row is inserted into the collection view with no name. The part of the reason is that the superView_Tapped() is fired first and then the button code fires after. Is there a way to exclude the button tap from triggering the superView_Tapped()? let tap = UITapGestureRecognizer(target: self, action: #selector(self.superView_Tapped)) tap.numberOfTapsRequired = 1 tap.delegate = self tap.cancelsTouchesInView = false self.view.addGestureRecognizer(tap) @objc func superView_Tapped() { if insertFld.isFirstResponder { insertFld.resignFirstResponder() insertFld.text = "" insertButton.isEnabled = false // print("They emptied the fld when editing", gItemID) gItemID = 0 insertButton.filled_Red_Back(title: K.Titles.add_Btn) theOriginal_Text = "" } } @IBAction func insertButton_Tapped(_ sender: UIButton) { if current_Item_ID != 0 { update() } else { insertRow() } } func update() { let theItemName = insertFld.text do { try dbQueue_GRDB.write { db in try db.execute(sql: "UPDATE " + theTable + " SET Item_Name = :item_Name WHERE ItemID = :id", arguments: ["item_Name": theItemName, "id": current_Item_ID]) } applySnapshot() clean_Up() if ModelData.getTheConfirmation_Bool() { sendConfirmationAlert(theTitle: "Updated", theMessage: nil, buttonTitle: K.Titles.ok) } } catch { let theString = "\(error)" if theString.contains("UNIQUE constraint failed") { sendConfirmationAlert(theTitle: K.Titles.itemAlreadyExists, theMessage: nil, buttonTitle: K.Titles.ok) } else { print("Updating list failed! \(VC_String) \(error)") } } } func insertRow() { let insertName = insertFld.text?.trimmingCharacters(in: .whitespaces) do { try dbQueue_GRDB.write { db in try db.execute(sql: "INSERT INTO " + theTable + " (Item_Name,Practice,Training,Practice_Log) VALUES (?,?,?,?)", arguments: [insertName,"false","",""]) } if ModelData.getTheConfirmation_Bool() { sendConfirmationAlert(theTitle: "Row Created", theMessage: nil, buttonTitle: K.Titles.ok) } applySnapshot() clean_Up() } catch { let theString = "\(error)" if theString.contains("UNIQUE constraint failed") { sendConfirmationAlert(theTitle: K.Titles.itemAlreadyExists, theMessage: nil, buttonTitle: K.Titles.ok) } else { print("Inserting to list failed! \(VC_String) \(error)") } } }
2
0
912
Jan ’23
Configuring the highlight of a list collectionView cell
In a collection view I want that when a cell is tapped to have the background color changed to indicate highlighting. When that same cell is tapped again, turn the highlighting off. When another cell is tapped, un-highlight the previously highlighted cell and highlight the new one. I pretty much have that working but it's all done manually in code. If there's a better way using delegate methods or something, please enlighten me. The collection view is in a pop-up view. My problem is that when the pop-up view is closed and then reopened, the last selected cell is still highlighted. I tried this, but no-joy. choose_CollectionView_Outlet.indexPathsForSelectedItems?.forEach { choose_CollectionView_Outlet.deselectItem(at: $0, animated: false) } I think it's because I am manually setting the background color to indicate highlight. If anybody has a solution for this, please share it. extension Choose_Items_VC: UICollectionViewDelegate { func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) { if collectionView == collectionView_Outlet { // Filter Selection let item = itemArray[indexPath.row].Item_Name if let cell = collectionView.cellForItem(at: indexPath) { cell.backgroundColor = .lightGray } switch itemPicked { case K.AppFacing.type: if item == type_Fld_Outlet.text { pickerDoneBtn_Outlet.isEnabled = false pickerFld_Outlet.text = "" newType_ID = 0 } else { pickerFld_Outlet.text = item newType_ID = itemArray[indexPath.row].ItemID pickerDoneBtn_Outlet.isEnabled = true } case K.AppFacing.style: if item == style_Fld_Outlet.text { pickerDoneBtn_Outlet.isEnabled = false pickerFld_Outlet.text = "" newType_ID = 0 } else { pickerFld_Outlet.text = item newType_ID = itemArray[indexPath.row].ItemID pickerDoneBtn_Outlet.isEnabled = true } case K.AppFacing.venue: if item == venue_Fld_Outlet.text { pickerDoneBtn_Outlet.isEnabled = false pickerFld_Outlet.text = "" newType_ID = 0 } else { pickerFld_Outlet.text = item newType_ID = itemArray[indexPath.row].ItemID pickerDoneBtn_Outlet.isEnabled = true } default: break } } else if collectionView == choose_CollectionView_Outlet { let cell = collectionView.cellForItem(at: indexPath) if cell?.backgroundColor == .lightGray { cell?.backgroundColor = nil // cell?.isSelected = false // cell?.isHighlighted = false add_Btn_Outlet.isEnabled = false gItem_ID = 0 } else { cell?.backgroundColor = .lightGray // cell?.isSelected = true // cell?.isHighlighted = true gItem_ID = choose_Items_Array[indexPath.item].ItemID add_Btn_Outlet.isEnabled = true } } } func collectionView(_ collectionView: UICollectionView, didHighlightItemAt indexPath: IndexPath) { if let cell = collectionView.cellForItem(at: indexPath) { if collectionView == collectionView_Outlet { cell.backgroundColor = .lightGray } } } func collectionView(_ collectionView: UICollectionView, didUnhighlightItemAt indexPath: IndexPath) { if let cell = collectionView.cellForItem(at: indexPath) { if collectionView == collectionView_Outlet { cell.backgroundColor = nil } } } func collectionView(_ collectionView: UICollectionView, didDeselectItemAt indexPath: IndexPath) { if let cell = collectionView.cellForItem(at: indexPath) { cell.backgroundColor = nil } } }
0
0
732
Apr ’23
Setting a field that is populated by a stepper to have a trailing 0
I my app I have four steppers and each has a related field. I have the stepValue of each stepper set to 0.1. The associated fields are editable, and I have them set to have a trailing 0 when editing ends. Everything works fine. The stepper increments at 0.1 and populates the field. When the field edited ends it has a trailing 0. The problem is that the stepper does not have a trailing zero on the whole number. So, with the stepper, I get 0.8, 0.9, and then 1 with no training 0, hen 1.1. How can I make sure I have a trailing 0 with the whole numbers? @IBAction func editing_Ended_Flds(_ sender: UITextField) { let stringValue: String = sender.text ?? "" if let value = Double(stringValue) { sender.text = "\(String(format: "%.1f", value))" } } @IBAction func editingChanged_Flds(_ sender: UITextField) { switch sender { case fade_In_Fld_Outlet: fade_In_stepper_Outlet.value = Double(sender.text!) ?? 0.0 case fade_Out_Fld_Outlet: fade_Out_stepper_Outlet.value = Double(sender.text!) ?? 0.0 case pause_Before_Fld_Outlet: pause_Before_stepper_Outlet.value = Double(sender.text!) ?? 0.0 case pause_After_Fld_Outlet: pause_After_stepper_Outlet.value = Double(sender.text!) ?? 0.0 default: break } } @IBAction func stepper_Tapped(_ sender: UIStepper) { switch sender { case fade_In_stepper_Outlet: fade_In_Fld_Outlet.text = Double(sender.value).formatted() case fade_Out_stepper_Outlet: fade_Out_Fld_Outlet.text = Double(sender.value).formatted() case pause_Before_stepper_Outlet: pause_Before_Fld_Outlet.text = Double(sender.value).formatted() case pause_After_stepper_Outlet: pause_After_Fld_Outlet.text = Double(sender.value).formatted() default: break } }
1
0
511
Apr ’23
In-App Purchase Restore - No observers found
When I execute a restore on my in-app purchase I'm getting a warning, however the restore is successfully executed. I think this is something new with Xcode 14.3. My test device is running iOS 16.4 This is the warning: <SKPaymentQueue: 0x283708a80>: No observers found that respond to "paymentQueue:shouldAddStorePayment:forProduct:", will not check for purchase intents It fires at this point in the code. If I comment out the first line, I don't get the warning however, the restore doesn't execute. Is anybody else seeing this or do I have something wrong in my code? I know it's only a warning but any help would be appreciated. @IBAction func restoreButtonTapped(_ sender: UIBarButtonItem) { SKPaymentQueue.default().add(self) SKPaymentQueue.default().restoreCompletedTransactions() } I've included the rest of the code just for a completeness. func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) { for transaction in transactions { switch transaction.transactionState { case .purchasing: //print("Purchase in progress...") break case .purchased: //print("Purchase Successful") SKPaymentQueue.default().finishTransaction(transaction) //print("Transaction Complete") // Hide the restore button navigationItem.setRightBarButton(nil, animated: true) //Set the BaseVerion in the Db to true IAPHandler.set_BaseVersion_To_Purchased() //Also hide the Purchase button UIView.animate(withDuration: 1.0, animations: { [weak self] in self?.purchaseButton.alpha = 0 }) { [weak self] (success) in self?.selector_Top_Constraint.constant = 30 } case .failed: if let error = transaction.error { let errorDescription = error.localizedDescription print("Transaction failed due to error: \(errorDescription)") } case .restored: SKPaymentQueue.default().finishTransaction(transaction) //print("Transaction Complete") // Hide the restore button navigationItem.setRightBarButton(nil, animated: true) // Set the BaseVerion in the Db to true IAPHandler.set_BaseVersion_To_Purchased() // Also hide the Purchase button UIView.animate(withDuration: 1.0, animations: { [weak self] in self?.purchaseButton.alpha = 0 }) { [weak self] (success) in self?.selector_Top_Constraint.constant = 30 } case .deferred: //print("Purchase Deferred") break @unknown default: if let error = transaction.error { let errorDescription = error.localizedDescription print("Transaction failed due to error: \(errorDescription)") } break } } } @IBAction func purchaseButtonTapped(_ sender: UIButton) { let theAlert = UIAlertController.init(title: K.Titles.pleaseChoose, message: nil, preferredStyle: .actionSheet) let theCancleAction = UIAlertAction(title: K.Titles.cancel, style: .cancel) let thePurchaseAction = UIAlertAction(title: K.DefaultList_Buttons.purchase_BaseVersion_Btn, style: .default) { [weak self] (action2) in if SKPaymentQueue.canMakePayments() { // User can make payments let paymentRequest = SKMutablePayment() paymentRequest.productIdentifier = self!.base_Product_ID SKPaymentQueue.default().add(self!) SKPaymentQueue.default().add(paymentRequest) } else { // User cannot make payments print("User cannot make payments") } } theAlert.addAction(thePurchaseAction) theAlert.addAction(theCancleAction) theAlert.setValue(NSAttributedString(string: theAlert.title ?? "", attributes: [.font : UIFont.systemFont(ofSize: (gDefaultTextSize - 2), weight: UIFont.Weight.semibold)]), forKey: "attributedTitle") let popOver = theAlert.popoverPresentationController popOver?.sourceView = sender popOver?.sourceRect = sender.bounds popOver?.permittedArrowDirections = .any present(theAlert, animated: true) }
5
3
5.9k
Apr ’23
Commit window not showing changed files, BitBucket
I had an ugly glitch when I was committing one of my Xcode projects to BitBucket. I thought it was just a wifi connection issue but there's something else going on. I've tried to commit several other projects and they are all exhibiting the same problem. I have attached a screen-shot of the window that opens when doing a commit. There are files that have been changed but they do not show in the commit window. I don't see any Xcode settings that were changed. I have deleted and reinstalled Xcode and it didn't change anything. Has anybody experienced this?
0
0
527
May ’23
Multiple In-App Purchases - Non-Consumable
I have a question regarding multiple in-app purchases. I want to release my app with one in-app purchase however, I want to add two more at a later release. Currently I have all three in-app purchases set up in the app, but only one is set on the prepare for submission screen under In-App Purchases and Subscriptions. My question is, are these additional in-app purchases going to cause a problem with my initial release? Should I delete them and just add them later with the next rev?
1
0
541
Sep ’23