Simulate Braille display - ios

We've received reports from users that our app doesn't work correctly in iOS VoiceOver when using a Braille display. I've tested our app on iOS VoiceOver with sound, and it works correctly.
Is there a way to simulate a Braille display to reproduce this issue?

I noticed you said the radio buttons are the issue. This is sadly an iOS 12.x accessibility issue, and one I reported repeatedly to Apple. ALL radio buttons, checkboxes, text areas, and text fields which do not use external labels in text appear as unlabeled on the braille display.
This issue started at iOS 12.0, and as of yet (iOS 12.1.2) still exists. Note that, as described, when only using voice the issue doesn't exist it's solely braille display. There's no way developers can fix it directly - it's up to Apple.
There's a developer side workaround: Use normal text above the control to label it. Unelegant, I know.
Then there's a user side workaround: 4 times tap with 3 fingers copies last spoken text to clipboard, which will display the correct label for each control, but is obviously tedious.
Lastly, I found that if jumping to bottom of screen and scrolling up, the labels appear on the braille display - but disappear when scrolling back down. The displayed label belongs to the control above it.
Regards - a frustrated deafblind user & developer who can only use braille display and is slowly losing faith in Apple's accessibility.
PS. PLEASE report this to apple using the device feedback or some other way so this issue might get more attention - it's a HUGE accessibility issue for braille display users, so something Apple really should fix...

Related

SwiftUI: Accessibility sound feedback for a draggable element

I am making an application that works essentially like a simple Drag-and-Drop Playground with the command blocks on the left and a droppable area on the right. I want to make it fully compatible with VoiceOver and I'm running into trouble with some of the accessibility aspects since this is my first Swift application.
This is what the playground currently looks like: (App Screenshot)
My goal is to provide the users with audio cues/feedback while they are dragging the elements to help them figure out what part of the screen they are currently at. The ideal functionality would be exactly like what one uses when editing an iOS device's Home screen (the arrangement layout of the apps).
When trying to rearrange apps on the home screen with VoiceOver enabled, you hear a row/column alert when you are dragging an app over an open area. I want a similar type of feedback that says "Droppable Area" when you are over the correct area (see scenario 1).
When trying to rearrange apps on the home screen with VoiceOver enabled, you hear a sound when you tap on an area that has no app icon. (This also happens when you are not editing the layout and simply tap on an open area with no app.) I want that noise to be what you hear when you drag a command over an area that is not droppable (see scenario 2).
Any ideas on how this might be possible or good references to look at?

iOS - How to make custom keyboard extension work with physical keyboard

I have had this question for a long time and I tried to search it in iOS 10 APIs but I couldn't find any, if anyone knows the corresponding APIs, please help here.
So I have an iOS custom keyboard for Mandarin and it requires selecting word after some inputs.
Google's custom keyboard GBoard now supports Simplified Chinese and it works with iPad Pro Smart Keyboard and it will display a list of candidate words right below the cursor as shown in this video.
GBoard Simplified Chinese Input
But I couldn't find the corresponding API to make this happen for my own custom keyboard extension.
So 2 questions here:
Is it doable now to make a custom keyboard extension work for external physical bluetooth keyboard, and how? Not iPad Pro Smart Keyboard but generally using Apple bluetooth keyboard with say an iPad Air.
If #1 it not doable now, how can I make my custom keyboard work like GBoard so that when the user types some english chars, the candidate list will appear right below the cursor and then use arrow keys to navigate and enter to input.
Much appreciated.

XCODE ipad storyboard giving from keyboard layout

With my ipad app i want the user to have enter some values, by selecting numbers on the keyboard.
I only want to present them with the numpad, since letters don't make any sense (it's a simple calculation app).
I choose the numpad as keyboard, see:
But for some reason i still get the default QWERTY keyboard presented. Any help is verrrrry much appreciated, i am a total noob in ios development ;-)
iPad does not have a nuberpad like iPhone but you can restrict users from typing anything other than numbers in the keypad Check this or if you want to have only numbers you can create your own customise keyboard this may give you an idea on how to create one .Hopefully this solves your issue.

What changes must be done to use the blackberry application code to work on Blackberry touch?

Hi I have been working on a blackberry app and developed about 90% of the app .But my client wants the app should work on blackberry touch also. So I just wanted to know what changes I will need to do to convert the same code to work on blackberry touch .Please help me I am new to Blackberry app development .
Just to confirm, we are talking about a Java application running on BB7 or earlier OS.
The short answer is, it depends.
If you have used standard RIM controls (buttons, ObjectChoiceField etc.) then these will work on the touch screen with no change. If you have used your own controls, for example an image button, then these might not work very well - for example the button might not be big enough to be hit easily with a fat finger.
The other problem is the virtual keyboard, it may appear at points when you do not want it to and not appear when you do. Not a problem on a lot of phones, but remember there are at least 2 non keyboard phones out there, so the Virtual keyboard is the only option for typing.
The best approach is work through each of your screens and try them in the Simulator. Zoom the Simulator so that it looks like the real device. And pretend you are using a finger, don't rely on the mouse because you can position the mouse very accurately.
I would raise new questions about specific Fields that you have problems with, rather than continue this with any issues you find.

iphone os custom keyboard

I've read a lot of topics about developing a custom keyboard for iOS and it's clear that it is impossible to build a system-wide alternative keyboard.
But I still try to understand how Emoji keyboard(the emoticons additional layer) could make it possible and it is an official app on AppStore (that means it passes Apple approval!).
Note that their keyboard, once installed, can be added in Keyboard section in Settings!
Thanks for help
Emoji apps enable a by-default-disabled keyboard built into iOS. If I recall correctly, it's enabled by default in certain regions (Japan) but disabled in most places. So they aren't adding a new keyboard, just revealing one that's already there.
edit: ... and here's how they do it
The Emoji Icons are a stored in the private use area of unicode. They won't look any good on a different device than an iPhone/iPad, this is Apple specific.
The app is just to enable the keyboard. You can do it yourself: Making An Emoji Enabeling App.
Have a look at The truth about iPhone Emoji, which sheds some light on the whole topic.

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