textField Editing Changed not reacting fast enough (Asynchronous calls) - ios

I have a textfield that queries a firebase database for existing users and then display a UIImage according to if the user is available or not. The problem is that once the async code loads, the textfield doesn't react on changed value.
example. If i type 12345 as a username, i don't query the database. Everything ok. If i add a 6 it queries firebase and it shows me the user is free. if i press backspace and have 12345 the textFieldChanged is triggered again, and database is not queried. All OK.
but the problem is, when i have 12345, and i type 6 and very fast back so i have 12345, the query is running and shows me the available icon (because the back was pressed very fast). Is this because of the Simulator or is it a real problem and can i be fixed easily ?
my code:
#IBAction func textFieldChanged(_ sender: UITextField) {
if let username = usernameInputText.text, username.count > 5 {
checkIfUserExists(username: username) { doesExist in //(2)
if doesExist! {
self.completeSignupButton.isEnabled = false
self.ifAvailableImageView.image = UIImage(named: "Close")
} else {
self.completeSignupButton.isEnabled = true
self.ifAvailableImageView.image = UIImage(named: "Check")
}
}
} else {
ifAvailableImageView.image = UIImage(named: "Close")
self.completeSignupButton.isEnabled = false
}
}
func checkIfUserExists(username: String, completion: #escaping (Bool?) -> Void) {
spinner.startAnimating()
self.ifAvailableImageView.image = nil
let docRef = db.collection("users").document(username)
docRef.getDocument { (document, error) in
if error != nil {
self.spinner.stopAnimating()
completion(nil)
} else {
self.spinner.stopAnimating()
if let document = document {
if document.exists {
completion(true)
} else {
completion(false)
}
}
}
}
}

You can just compare the username being processed with the current text in the text field and not process the result if it not the same because you only want to process the latest one.
#IBAction func textFieldChanged(_ sender: UITextField) {
if let username = usernameInputText.text, username.count > 5 {
checkIfUserExists(username: username) { doesExist in //(2)
// Check if current text and the completion being processed are for the same username
if username != sender.text {
return
}
if doesExist! {
self.completeSignupButton.isEnabled = false
self.ifAvailableImageView.image = UIImage(named: "Close")
} else {
self.completeSignupButton.isEnabled = true
self.ifAvailableImageView.image = UIImage(named: "Check")
}
}
} else {
ifAvailableImageView.image = UIImage(named: "Close")
self.completeSignupButton.isEnabled = false
}
}

Related

UITableView scrolling performance problem

I am currently working as a 5 month junior ios developer.
The project I'm working on is an application that shows the prices of 70 cryptocurrencies realtime with websocket connection.
we used websocket connection, UItableview, UITableViewDiffableDataSource, NSDiffableDataSourceSnapshot while developing the application.
But right now there are problems such as slowdown scrolling or not stop scroling and UI locking while scrolling in the tableview because too much data is processed at the same time.
after i check cpu performance with timer profiler I came to the conclusion that updateDataSource and updateUI functions exhausting the main thread.
func updateDataSource(model: [PairModel]) {
var snapshot = DiffableDataSourceSnapshot()
let diff = model.difference(from: snapshot.itemIdentifiers)
let currentIdentifiers = snapshot.itemIdentifiers
guard let newIdentifiers = currentIdentifiers.applying(diff) else {
return
}
snapshot.appendSections([.first])
snapshot.deleteItems(currentIdentifiers)
snapshot.appendItems(newIdentifiers)
dataSource?.apply(snapshot, animatingDifferences: false, completion: nil)
}
func updateUI(data: SocketData) {
guard let newData = data.data else { return }
guard let current = data.data?.price else { return }
guard let closed = data.data?.lastDayClosePrice else { return }
let dailyChange = ((current - closed)/closed)*100
DispatchQueue.main.async { [self] in
if model.filter({ $0.symbol == newData.pairSymbol }).first != nil {
let index = model.enumerated().first(where: { $0.element.symbol == newData.pairSymbol})
guard let location = index?.offset else { return }
model[location].price = current
model[location].dailyPercent = dailyChange
if calculateLastSignalTime(alertDate: model[location].alertDate) > 0 {
//Do Nothing
} else {
model[location].alertDate = ""
model[location].alertType = ""
}
if let text = allSymbolsView.searchTextField.text {
if text != "" {
filteredModel = model.filter({ $0.name.contains(text) || $0.symbol.contains(text) })
updateDataSource(model: filteredModel)
} else {
filteredModel = model
updateDataSource(model: filteredModel)
}
}
}
delegate?.pricesChange(data: self.model)
}
}
Regards.
ALL of your code is running on the main thread. You have to wrap your entire updateUI function inside a DispatchQueue.global(qos:), and then wrap your dataSource.apply(snapshot) line inside a DispatchQueue.main.async. the dataSource.apply(snapshot) line is the only UI work you're doing in all that code you posted.

How to fix memory issues given by Instrument tools in Swift?

I have memory issues, especially for the error
XPC connection interrupted
The screen is freezing for a few seconds..
So, I've been learning how to use the Instruments tools and try to fix this error. However, I've been trying to find the error in my code and it's apparently not the fault of my code but maybe the libraries?
As a result of this test, I've got some warnings (the purple ones):
Memory Issues (3 leaked types):
- 1 instance of _DateStorage leaked (0x10b1eb060)
- 1 instance of OS_dispatch_data leaked (0x10b0b1ac0)
- 1 32-byte malloc block leaked (x10b1eb040)
Could you tell me how to fix these warnings, knowing there is no backtrace available? Or how could I find somewhere that could tell me to fix those?
EDIT:
Thanks to Instrument tools, I found the function that caused the problem! So, I don't know if it is really about memory or Idk but here's the function!
The accurate and useful error I get is : "Closure #1 in closure #1 in MessagesTableViewController.getLastMessages"
I found here What is a closure #1 error in swift?, the error is probably caused by forced optional types. So, I am going to try to remove those.
func getLastMessages(cell: ContactMessageTableViewCell, index: IndexPath) {
// first, we get the total number of messages in chatRoom
var numberOfMessagesInChatRoom = 0
let previousCellArray = self.tableView.visibleCells as! [ContactMessageTableViewCell]
var index1 = 0
var messages = [JSQMessage]()
var sortedMessages = [JSQMessage]()
var messagesSortedByChatRooms = [String: [JSQMessage]]()
var doesHaveMessagesCount = false
var doesHaveSortedMessagesCount = false
let firstQuery = Constants.refs.databaseChats.queryOrderedByKey()
_ = firstQuery.observe(.childAdded, with: { [weak self] snapshot in
if let data = snapshot.value as? [String: String],
let id = data["sender_id"],
let name = data["name"],
let text = data["text"],
let chatRoom = data["chatRoom"],
!text.isEmpty
{
if let message = JSQMessage(senderId: id, displayName: name, text: text)
{
messages.append(message)
var arrayVariable = [JSQMessage]()
// we wanna get all messages and put it in the array corresponding to the chat room key
if messagesSortedByChatRooms[chatRoom] != nil { // if there is already the chatRoom key in dictionary
if let message1 = messagesSortedByChatRooms[chatRoom] {
arrayVariable = message1
}
arrayVariable.append(message)
messagesSortedByChatRooms[chatRoom] = arrayVariable
} else { // if there isn't the chatRoom key
arrayVariable.append(message)
messagesSortedByChatRooms[chatRoom] = arrayVariable
}
}
}
DispatchQueue.main.async {
// we have to sort messages by date
for (chatRoom, messagesArray) in messagesSortedByChatRooms {
var loopIndex = 0
var lastMessage: JSQMessage?
var array = [JSQMessage]()
for message in messagesArray { // we run through the messages array
array.removeAll()
loopIndex += 1
if loopIndex != 1 {
if message.date > lastMessage!.date {
array.append(message)
messagesSortedByChatRooms[chatRoom] = array
} else {
array.append(lastMessage!)
messagesSortedByChatRooms[chatRoom] = array
}
} else {
lastMessage = message
if messagesArray.count == 1 {
array.append(message)
messagesSortedByChatRooms[chatRoom] = array
}
}
}
}
if !doesHaveMessagesCount {
//doesHaveMessagesCount = true
// we have the number of chats in database
let secondQuery = Constants.refs.databaseChats.queryOrderedByPriority()
_ = secondQuery.observe(.childAdded, with: { [ weak self] snapshot in
if let data = snapshot.value as? [String: String],
let id = data["sender_id"],
let name = data["name"],
let text = data["text"],
let chatRoom = data["chatRoom"],
!text.isEmpty
{
if let message = JSQMessage(senderId: id, displayName: name, text: text)
{
index1 += 1
if chatRoom != nil {
if let unwrappedSelf = self {
if unwrappedSelf.sortedChatRoomsArray.contains(chatRoom) {
sortedMessages.append(message)
for (chatRoomKey, messageArray) in messagesSortedByChatRooms {
unwrappedSelf.lastMessages[chatRoomKey] = messageArray[0]
}
}
}
}
if let unwrappedSelf = self {
if index1 == messages.count && chatRoom != unwrappedSelf.roomName {
sortedMessages.append(JSQMessage(senderId: id, displayName: name, text: "no message"))
}
}
}
}
DispatchQueue.main.async {
if let unwrappedSelf = self {
if !doesHaveSortedMessagesCount {
//doesHaveSortedMessagesCount = true
if unwrappedSelf.sortedChatRoomsArray.indices.contains(index.row) {
if unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]] != nil {
if unwrappedSelf.lastMessagesArray.count != 0 {
let currentChatRoom = unwrappedSelf.sortedChatRoomsArray[index.row]
if unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]?.text != "no message" {
if UUID(uuidString: unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]!.text) == nil {
cell.contactLastMessageLabel.text = unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]?.text
} else {
cell.contactLastMessageLabel.text = "New image"
}
} else {
cell.contactLastMessageLabel.text = ""
cell.contactLastMessageLabel.font = UIFont(name:"HelveticaNeue-Light", size: 16.0)
}
if unwrappedSelf.lastMessagesArray.indices.contains(index.row) {
if unwrappedSelf.lastMessagesArray[index.row] != unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]?.text {
if unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]?.senderId != PFUser.current()?.objectId {
if unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]?.text != "no message" {
cell.contactLastMessageLabel.font = UIFont(name:"HelveticaNeue-Bold", size: 16.0)
}
var numberOfDuplicates = 0
for cell in previousCellArray {
if cell.contactLastMessageLabel.text == unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]?.text {
numberOfDuplicates += 1
}
}
if numberOfDuplicates == 0 {
if unwrappedSelf.selectedUserObjectId != "" {
unwrappedSelf.changeCellOrder(index: index.row, selectedUserObjectId: unwrappedSelf.selectedUserObjectId, lastMessage: unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]!.text)
} else {
unwrappedSelf.changeCellOrder(index: index.row, selectedUserObjectId: "none", lastMessage: unwrappedSelf.lastMessages[unwrappedSelf.sortedChatRoomsArray[index.row]]!.text)
}
} else {
unwrappedSelf.tableView.reloadData()
}
cell.activityIndicatorView.stopAnimating()
}
} else {
cell.contactLastMessageLabel.font = UIFont(name:"HelveticaNeue-Light", size: 16.0)
}
}
}
} else {
}
}
}
}
}
})
}
}
})
}
FINL EDIT: I put a closure inside of another closure so it created an infine loop ;)

Empty array causing my app to crash in Swift

I keep coming across this error "fatal error: Index out of range", after researching this I am still unsure of exactly how to fix this issue. To give context I have started off with an empty array var playersArray = [UITextField]() so that users can enter their names in order to play the game. I then make sure that the user has or has not entered a value into the text field for each name slot
if let player1Name = name1.text, !player1Name.isEmpty
{ playersArray.append(name1)
} else {
print("Player 1 Empty")
If the player has entered a value into that textfield then ill append that value to the array.
The issue I have is that if I run the game and no user has entered a name into any of the 10 textfields then the game will crash. Im assuming this is because the array is empty?
The error appears on this line where I randomize the names used for the game with the number of elements in the array:
let RandomPlayer = playersArray[Int(arc4random_uniform(UInt32(playersArray.count)))]
I assume if the array is empty then .count will not work?
How can I make sure the game wont crash if the array is empty?
CODE:
var playersArray = [UITextField]()
override func viewDidLoad() {
super.viewDidLoad()
textColor()
question1View.isHidden = true
questionLabel.transform = CGAffineTransform(rotationAngle: CGFloat.pi / 2)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
// Alert message on startup
func alertMessageOnStartUp(){
let alert = UIAlertController(title: "Warning!", message: "Please drink responsibly. By continuing, you agree that you are responsible for any consequences that may result from BottomsUp.", preferredStyle: UIAlertControllerStyle.alert)
alert.addAction(UIAlertAction(title: "Agree", style: UIAlertActionStyle.default, handler: nil))
self.present(alert, animated: true, completion: nil)
}
// Dismiss keyboard when tapped outside the keyboard
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.view.endEditing(true)
}
// Dimiss keybaord when return button is tapped
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
name1.resignFirstResponder()
name2.resignFirstResponder()
name3.resignFirstResponder()
name4.resignFirstResponder()
name5.resignFirstResponder()
name6.resignFirstResponder()
name7.resignFirstResponder()
name8.resignFirstResponder()
name9.resignFirstResponder()
name10.resignFirstResponder()
return(true)
}
//randomise background colour of each question page
func getRandomBackgroundColor() -> UIColor{
let randomRed:CGFloat = CGFloat(drand48())
let randomGreen:CGFloat = CGFloat(drand48())
let randomBlue:CGFloat = CGFloat(drand48())
return UIColor(red: randomRed, green: randomGreen, blue: randomBlue, alpha: 1.0)
}
func textColor(){
name1.textColor = UIColor.white
name2.textColor = UIColor.white
name3.textColor = UIColor.white
name4.textColor = UIColor.white
name5.textColor = UIColor.white
name6.textColor = UIColor.white
name7.textColor = UIColor.white
name8.textColor = UIColor.white
name9.textColor = UIColor.white
name10.textColor = UIColor.white
}
#IBAction func playButton(_ sender: Any) {
alertMessageOnStartUp()
if let player1Name = name1.text, !player1Name.isEmpty
{ playersArray.append(name1)
} else {
print("Player 1 Empty")
}
if let player2Name = name2.text, !player2Name.isEmpty
{ playersArray.append(name2)
} else {
print("Player 2 Empty")
}
if let player3Name = name3.text, !player3Name.isEmpty
{ playersArray.append(name3)
} else {
print("Player 3 Empty")
}
if let player4Name = name4.text, !player4Name.isEmpty
{ playersArray.append(name4)
} else {
print("Player 4 Empty")
}
if let player5Name = name5.text, !player5Name.isEmpty
{ playersArray.append(name5)
} else {
print("Player 5 Empty")
}
if let player6Name = name6.text, !player6Name.isEmpty
{ playersArray.append(name6)
} else {
print("Player 6 Empty")
}
if let player7Name = name7.text, !player7Name.isEmpty
{ playersArray.append(name7)
} else {
print("Player 7 Empty")
}
if let player8Name = name8.text, !player8Name.isEmpty
{ playersArray.append(name8)
} else {
print("Player 8 Empty")
}
if let player9Name = name9.text, !player9Name.isEmpty
{ playersArray.append(name9)
} else {
print("Player 9 Empty")
}
if let player10Name = name10.text, !player10Name.isEmpty
{ playersArray.append(name10)
} else {
print("Player 10 Empty")
}
question1View.isHidden = false
question1View.backgroundColor = getRandomBackgroundColor()
let RandomPlayer = playersArray[Int(arc4random_uniform(UInt32(playersArray.count)))]
let RandomQuestion = questionArray[Int(arc4random_uniform(UInt32(questionArray.count)))]
questionLabel.text = RandomPlayer.text! + RandomQuestion
}
#IBAction func nextQuestionButton(_ sender: Any) {
question1View.backgroundColor = getRandomBackgroundColor()
let RandomPlayer = playersArray[Int(arc4random_uniform(UInt32(playersArray.count)))]
let RandomQuestion = questionArray[Int(arc4random_uniform(UInt32(questionArray.count)))]
questionLabel.text = RandomPlayer.text! + RandomQuestion
}
}
Breaking this down:
Int(arc4random_uniform(UInt32(playersArray.count)))
This line gets a random number with a minimum value of 0 and a maximum value of the length of the playersArray minus 1.
I'm actually not sure what it does when the argument you pass in is 0, but it doesn't really matter, as we'll see next.
Then you use that random value here:
playersArray[thatRandomNumber]
Because there are no elements in playersArray, no matter what the value is of thatRandomNumber, it's going to be out of bounds.
You probably want something more like this:
let RandomPlayer = <some default value>
if !playersArray.isEmpty {
RandomPlayer = playersArray[Int(arc4random_uniform(UInt32(playersArray.count)))]
}
EDIT
Your latest code still doesn't seem to do anything to prevent indexing into the empty array.
You have:
#IBAction func playButton(_ sender: Any) {
...
let RandomPlayer = playersArray[Int(arc4random_uniform(UInt32(playersArray.count)))]
let RandomQuestion = questionArray[Int(arc4random_uniform(UInt32(questionArray.count)))]
questionLabel.text = RandomPlayer.text! + RandomQuestion
}
You need:
#IBAction func playButton(_ sender: Any) {
...
if playersArray.isEmpty {
// do something about that
} else {
let RandomPlayer = playersArray[Int(arc4random_uniform(UInt32(playersArray.count)))]
let RandomQuestion = questionArray[Int(arc4random_uniform(UInt32(questionArray.count)))]
questionLabel.text = RandomPlayer.text! + RandomQuestion
}
}
playersArray.count for an empty array is 0, so you are trying to access playersArray[0] - but the array is empty, so nothing exists at the 0 index.
You should do something like this:
let randomPlayer: Player
if !playersArray.isEmpty {
randomPlayer = playersArray[Int(arc4random_uniform(UInt32(playersArray.count)))]
} else {
randomPlayer = Player() //create a fallback player
}
Alternatively you could make randomPlayer an optional, rather than providing a fallback value. Depends on your needs for that variable.

How can I check for empty textfields and email, password regex before calling a function?

I'm trying to check for empty textfields and email and password regex before calling my chkInternet function, but can't figure it out, tried nested if statement, and making individual if statements with an else calling the function but that didn't work either, this is what I got so far but I'm stuck:
#IBAction func RegisterBTN(_ sender: Any) {
let userEmail = userEmailTxtField.text!
let userPhone = phoneNumberTxtField.text!
let password = passwordTxtField.text!
let passConfirm = passConfirmTxtField.text!
let emailValid = isValidEmailAddress(emailAddressString: userEmail)
let passValid = isPasswordValid(passWordString: password)
if userEmail.isEmpty{
emailErrorImg.isHidden = false
}
if userPhone.isEmpty{
phoneErrorImg.isHidden = false
}
if password.isEmpty{
passwordErrorImg.isHidden = false
}
if passConfirm.isEmpty{
passConfirmErrorImg.isHidden = false
}
if !emailValid {
emailErrorImg.isHidden = false
}
if !passValid {
passwordErrorImg.isHidden = false
}
ChkInternet()
}
Others have pointed out decent solutions, but there's a simple way to remove a lot of code repetition here:
let fieldImagePairs = [
(userEmailTxtField, emailErrorImg),
(phoneNumberTxtField, phoneErrorImg),
(passwordTxtField, passwordErrorImg),
(passConfirmTxtField, passConfirmErrorImg)
]
for (textField, errorImage) in fieldImagePairs {
guard textField.text?.isEmpty == false else {
errorImage.isHidden = false
return
}
}
guard emailValid else {
emailErrorImg.isHidden = false
return
}
guard passValid else {
passwordErrorImg.isHidden = false
return
}
ChkInternet()
If all of these codes are inside any function with no return type, simply adding return will suffice
if userEmail.isEmpty {
emailErrorImg.isHidden = false
return
}
if userPhone.isEmpty {
phoneErrorImg.isHidden = false
return
}
if password.isEmpty {
passwordErrorImg.isHidden = false
return
}
if passConfirm.isEmpty {
passConfirmErrorImg.isHidden = false
return
}
if !emailValid {
emailErrorImg.isHidden = false
return
}
if !passValid {
passwordErrorImg.isHidden = false
return
}
ChkInternet()
}
What return does is that it ends the execution of code inside a function block, meaning if return is called any and all codes below it will not be called anymore, therefore not calling your ChkInternet() function
For email validation simply add an extension to String
extension String
var isValidEmail: Bool {
let emailRegEx = "[A-Z0-9a-z._%+-]+#[A-Za-z0-9.-]+\\.[A-Za-z]{2,}"
let emailTest = NSPredicate(format:"SELF MATCHES %#", emailRegEx)
return emailTest.evaluateWithObject(self)
}
}
// use case
if !someTextfield.text.isValidEmail {
return // do nothing cause not valid
}
// working codes here
// or
let someString: String = "asdasdawdaw"
if !someString.text.isVaildEmail {
return // do nothing cause not valid
}
// working codes here
// or
let someString: String = "asdasdawdaw"
guard someString.text.isValidEmail else {
return // do nothing cause not valid
}
// working codes here
i am using third party library to remove this headache. try this SwiftValidator

Like button doesn't work every time

I'm trying to make a social media app and one of the features is the like button, unfortunately when you click everything works fine but all of the time it doesn't update the amount of likes correctly and the like button correctly. I believe it's something to do with the refreshing it but I need it to be refreshed so that it can update the amount of likes. Does anyone know what's going on...
func like(sender: AnyObject) {
var buttonPosition: CGPoint = sender.convertPoint(CGPointZero, toView: self.table)
var indexPath: NSIndexPath = self.table.indexPathForRowAtPoint(buttonPosition)!
if sender.currentTitle == "Like" {
sender.setTitle("Unlike", forState: .Normal)
var addLikeQuery = PFQuery(className: "Post")
addLikeQuery.whereKey("message", equalTo: self.messages[indexPath.row])
addLikeQuery.findObjectsInBackgroundWithBlock { (aPosts, error) -> Void in
if let aPosts = aPosts {
for aPost in aPosts {
aPost.addUniqueObject(PFUser.currentUser()!.objectId!, forKey: "likers")
self.likeDisplayText = ((aPost["likers"] as! [String]).count - 1).description + " Like"
self.table.reloadRowsAtIndexPaths([indexPath], withRowAnimation: .None)
aPost.saveInBackgroundWithBlock({ (success, error) -> Void in
if error != nil {
self.likeDisplayText = "Couldn't Like Picture!"
}
})
}
}
}
} else {
sender.setTitle("Like", forState: .Normal)
var removeLikeQuery = PFQuery(className: "Post")
removeLikeQuery.whereKey("message", equalTo: self.messages[indexPath.row])
removeLikeQuery.findObjectsInBackgroundWithBlock { (rPosts, error) -> Void in
if let rPosts = rPosts {
for rPost in rPosts {
rPost.removeObject(PFUser.currentUser()!.objectId!, forKey: "likers")
self.likeDisplayText = ((rPost["likers"] as! [String]).count - 1).description + " Like"
self.table.reloadRowsAtIndexPaths([indexPath], withRowAnimation: .None)
rPost.saveInBackgroundWithBlock({ (success, error) -> Void in
if error != nil {
self.likeDisplayText = "Couldn't Like Picture!"
}
})
}
}
}
}
}
I'm not exactly sure what your question is but i may have some insight. If you are trying to edit some elemts in your UI through a function that does a lot of processing or is in another thread i suggest making it Asynchronus and anywhere in that function where you are editing UI make that code run on the main thread. Here's what i mean.
func like(sender: AnyObject) {
dispatch_async(dispatch_get_global_queue(Int(QOS_CLASS_USER_INITIATED.value), 0)) {
// do background stuff
dispatch_async(dispatch_get_main_queue()) {
// when you want to edit the text of the button
// or change something in your UI
// do it in here
self.likeDisplayText = "Couldn't Like Picture!"
}
}
}

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