iOS UNNotificationContentExtension (rich notification) display nothing - ios

I'm developing custom UI of rich notification with NotificationContentExtension(NCE).
I've set up everything but the notification shows a blank screen after long press.
I found some related questions but it seems that no one knows the solution.
I've checked almost every detail, tried delete the target, reboot devices, restart Xcode, and so on...
Please check this image.

Problem solved.
It turns out that my NotificationContentExtension doesn't embed "UserNotificationsUI" and "UserNotifications" framework.
I added them and it works well.

Related

iOS 8 Interactive notifications not showing buttons by default

I'm working with the new interactive notifications in iOS 8; it fails to get the action buttons (in "banner mode") to show up by default. As it is now I have to slide down on top of the notification to see them.
Is this the default behavior, or is my code rotten?
For the images below I am using XCode 6.1.1 + iOS 8.1 (Simulator)
What I get:
What I want:
This is the default behaviour and no problem with your code.
For more details refer to the below tutorial, result is same as yours.
http://www.thinkandbuild.it/interactive-notifications-with-notification-actions/
Its a default behaviour. Don't worry about this. Apple says:
When a notification is delivered, the system displays a button for each custom action associated with the notification. Tapping a button launches your app (either in the foreground or background) and gives you a chance to perform the indicated action. You use this class to specify the text that is displayed in the button and the information your app needs to perform the corresponding action.
The options are not default behaviour. That can be done via - UIUserNotificationCategory
Refer this WWDC video - https://developer.apple.com/videos/wwdc/2014/?include=713
It's pretty straight forward and easy to implement. Let me know if you face any issues.
Everything is behaving normally. All that needs to be done is to drag down the bottom horizontal bar in the banner and the action buttons would be visible in the banner.
PS - As of iOS8. Once iOS9 comes in in a few more days, no guarantees if this is how it will still be.

Force UIKeyboardAppearance Reload

I'm working on an iOS app that uses dark keyboards. One such keyboard is affiliated with a UITextView. I create the UITextView and play around with it for a bit and every thing works as it should.
The problem occurs when I dismiss the keyboard and then click the home button and dismiss the app into the background. By reopening my app, I return to the screen on which I just was. When I click on the UITextView, it gives it firstResponder status and the UIKeyboard reappears.
If you check the properties of the UIKeyboard, the appearance is still set to dark but for the first second the keyboard is on the screen it shows as light.
Does anyone know how to force a refresh of the keyboard between the app entering the foreground and the keyboard being displayed?
I do not believe there is anything you can do at this time to fix this. I had a simple project I had just done to send in a bug report to Apple, but it didn't fail in the demo project as it does in my code. I was going to toss that project away when I saw your problem.
So I have verified that even in the very latest unreleased Xcode and iOS beta this still happens. But, since I had the project already, I did enter a bug report on it with the demo project so Apple can see it for themselves.
15586497 "Keyboard flashes from white to dark under one specific test"
If you want to enter your own bug you can say its a dup of the number above, then no need for a demo project.
IMHO, these things do get fixed, but not for a while - maybe iOS 8 if you're lucky, so I think you're just going to have to live with it, or switch to using a white keyboard.

Show taps in iOS App Demo Video

I am making demo videos of my iOS apps, some of which I made with XCode and others of which I made in Unity3D. I plan to use the Elgato Game Capture HD to capture my demo videos but I am not sure how to show the "taps." I found Touchpose, but when I changed the main.m as suggested by the instructions on the GitHub page I got error messages saying that QAppDelegate and QTouchposeApplication were undefined. I added import "QTouchposeApplication" but got an error message suggesting I change QAppDelegate to AppDelegate. When I did this the build failed. When I left it as QAppDelegate, added QAppDelegate to the project and imported it into the main.m the error messages went away but the build still failed. Am I doing something incorrectly? I found no tutorials on Touchpose online and am confused. Alternatively, is there some other easy solution, for example using the Elgato software or some other software or framework? I also tried Reflector but my wifi is not fast enough to support good frame rates with it. I am aware that I could use unity and "build for OSX" or in the case of XCode apps just screen record the simulator but I would prefer a single, foolproof solution for all of my apps. Thanks!
One way is to use assistive touch and create your own touch. You can do this by going to Settings > General > Accessibility > AssistiveTouch, turn it on, then tap the thing that pops up, click Custom, then create your own touch. Then use that touch to show taps in a screen recording.
It's a bad solution, but I'll post it in case it fits your needs.
You would have to superimpose multiple videos to make it so that only the tap shows and not the AssistiveTouch icon. Also, you can't scroll while using it.
It's also explained here: https://www.youtube.com/watch?v=4JqjU0-4Cek
Are you able to demo on a simulator? If so, Giphy Capture is a good solution. It has an option for showing taps in the settings.
If you can make your screen recording on iOS simulator, you can enable displaying taps with following code. Open your terminal and run it and restart your simulator.
defaults write com.apple.iphonesimulator ShowSingleTouches 1
I had trouble with Touchpose initially but figured out how to use it. The issue is that you have to go to build phases and add the .m. In regard to screen recording I am using the Elgato Game Capture HD. My only problem is showing the dots on Unity 3D applications, which is something I am still working on.

IOS prev/next button close keyboard unexpectedly

I'm currently using PhoneGap (Cordova) to build an App on iPad/iPhone.
One of my page in the app (in html/css/js), have more than 100 input type Number.
When i use finger to target each of them, it's working like a charm.
But when i use the prev/next button from IOS Keyboard, sometime, i don't know why, keyboard slide to down and when i try to open it again with targeting a input with my finger keyboard just blink... Impossible to fixe it without a scroll to release all event.
I've clean my code, refactored some part, look on google and stackoverflow if someone had the same problem but i found nothing...
Did someone know if it's a UIWebView problem ? Or phoneGap? or something else?
Thank's for reading.
If you are happy to just remove the next/previous buttons from your app entirely, the new Phonegap/Cordova 2.6.0rc1 has made this incredibly simple.
In your config.xml file, just set the HideKeyboardFormAccessoryBar preference to true.
In order for those two buttons to work you need to specify their behavior and it seems that it is not specified. Made some research and I think you have two options. Either you get rid of the next/previous buttons at all like explained here or you override textFieldShouldReturn: in a way similar to what is described in this post.

Are there any other iOS system sounds available other than 'tock'?

I have implemented an alternative keyboard on my first iPhone app. I would like to play a sound when a button is pressed. The default click sound when the standard keyboard is pressed would be fine, but I don't know how to get that sound.
In this answer I found how to play a 'tock' sound:
Playing system sound without importing your own
I got this to work easily enough but it is a very loud sound. I've searched Stack Overflow and the Xcode help for available iOS system sounds other than 'tock' and I can't find them.
Are there other built-in sounds, maybe even the default keyboard sound, that I can use?
Prior to, and since posting this question almost 2 weeks ago I have searched high and low for a method to make the keyboard click sound work in my app. I have attempted to implement and understand Apple's documentation on custom input views. I butchered my app in many ways attempting to make it work and created several test projects. I tried to interpret how to do this from various other sources on the web. All to no avail. I have finished my app all but for this last function.
I finally hit on a simple answer towards the end of this IPhone Dev SDK form question/post. The ultimate answer is easy and can be done in a few seconds with these easy steps.
Link the 'AudioToolbox.framework' to your project (Click on your project's Target, select 'Build Phases' and under the 'Link Binary with Libraries' item click the + button and add the framework.
Add the following to the header file of the class where you want to implement the click:
#import <AudioToolbox/AudioToolbox.h>
Add the following line of code in the implementation file of your class wherever you want the keyboard click sound to appear:
AudioServicesPlaySystemSound(0x450);
THAT'S IT! AND IT WORKED!!! HALLELUJAH!
According to Paul in the other forum this has the following downside:
"keyboard keys won't be affected by the iOS user preference for keyboard sound on/off."
But when I turn the volume up or down on my iPhone or if I mute the iPhone, the keyboard click sounds do go up and down or are muted as would be expected. Given that I found it impossible to implement keyboard clicks "UIInputViewAudioFeedback" as documented, I'm happy to have anything work.
P.S. If anyone has a link to an actual project that I can download, build and run on my iPhone to see EXACTLY how to properly implement: "UIInputViewAudioFeedback" I'd be happy to give it a look. But so far I've found none, nor any step-by-step newbie style instructions on how to make it work.
[Sept 30, 2012 UPDATE:] I'm happy to say that my app was accepted into the app store using this method. Here it is: https://itunes.apple.com/app/fine-tip-tip-calculator/id563429225
...Dale
Try UIDevice's playInputClick:
[[UIDevice currentDevice] playInputClick];
From the documentation:
Use this method to play the standard system keyboard click in response to a user tapping in a custom input or keyboard accessory view. A click plays only if the user has enabled keyboard clicks in Settings > Sounds, and only if the input view is itself enabled and visible.
Make sure you adopt the UIInputViewAudioFeedback protocol in your input view class, and implement the enableInputClicksWhenVisible delegate method to return YES, as per the documentation.
EDIT - For implementation of delegate methods, check out Apple's documentation on custom input views.

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