IOS AppDelegate Variable in controller or token - ios

im totally {fresh/beginner} app developer please bear with me if im asking any stupid question.
I trying to show token on my story board when my app runs. if you check my code. i already created delegates variable var tokenVal = "" when i run the app i do not get any value on my story board although, its printing token in console.
2nd issue its showing warnings although its compiling and running.
here is my problem AppDelegate.swift code
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var tokenVal = ""
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
registerPushNotifications()
return true
}
func registerPushNotifications() {
DispatchQueue.main.async {
let settings = UIUserNotificationSettings(types: [.badge, .sound, .alert], categories: nil)
UIApplication.shared.registerUserNotificationSettings(settings)
}
}
func application(_ application: UIApplication, didRegister notificationSettings: UIUserNotificationSettings) {
if notificationSettings.types != UIUserNotificationType() {
application.registerForRemoteNotifications()
}
}
func application(_ application: UIApplication, didRegisterForRemoteNotificationsWithDeviceToken deviceToken: Data) {
var token = ""
for i in 0..<deviceToken.count {
token = token + String(format: "%02.2hhx", arguments: [deviceToken[i]])
}
tokenVal = token
print(token)
}
func application(_ application: UIApplication, didFailToRegisterForRemoteNotificationsWithError error: NSError) {
print("Registration failed!")
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
ViewController.swift Code
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var TokenLb: UILabel!
#IBOutlet weak var tokenVarVal: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let appDelegate = UIApplication.shared.delegate as! AppDelegate
//let aVariable = appDelegate.
let bVariable = appDelegate.tokenVal
tokenVarVal.text = bVariable
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}

It's a simple matter of the order of operations. The app delegate's tokenVal is being set after the view controller's viewDidLoad runs.
(In general, using one class's property as a "drop" for another class to pick up a value later on is a clumsy strategy. If the other class needs this value, give the value to the other class.)

Related

Facebook Login Button Termination in xcode 9

I am using Xcode 9 and i set the compiler to Swift 3.2
I installed Facebook Login with Cocoapods and everything compiles without any error but whenever i run it in the simulator i click on the login button it crashes with only this printed in the console:
libc++abi.dylib: terminating with uncaught exception of type NSException
(lldb)
and this is my ViewController.swift:
import UIKit
import FBSDKLoginKit
import FacebookLogin
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let loginButton = LoginButton(readPermissions: [ .publicProfile ])
loginButton.center = view.center
view.addSubview(loginButton)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
And this is my AppDelegate.swift
import UIKit
import FBSDKCoreKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
FBSDKApplicationDelegate.sharedInstance().application(application, didFinishLaunchingWithOptions: launchOptions)
return true
}
func application(_ app: UIApplication, open url: URL, options: [UIApplicationOpenURLOptionsKey : Any] = [:]) -> Bool {
let handled = FBSDKApplicationDelegate.sharedInstance().application(app, open: url, sourceApplication: options [UIApplicationOpenURLOptionsKey.sourceApplication] as! String!, annotation: options[UIApplicationOpenURLOptionsKey.annotation])
return handled
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
Simulator
4
In your AppDelegate, didFinishLaunchingWithOptions, you have to return the boolean returned from the sharedIstance.application(....):
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
let bool = FBSDKApplicationDelegate.sharedInstance().application(application, didFinishLaunchingWithOptions: launchOptions)
FBSDKAppEvents.activateApp()
return bool
}
After check your Info.plistyou should have something like this. FacebookAppID and FacebookDisplayName are required:

morpher app soundboard does not contain a valid Info.plist so it cannot be installed on Jared iPhone CFBundleExecutable isn't specified. What do I do?

This happens when I try to run the app on my phone. here is the error
“morpher app soundboard” does not contain a valid Info.plist, so it cannot be installed on Jared's iPhone
(“CFBundleExecutable” is not specified)
How do I fix this error?
here is the code
from the viewController.swift file
import UIKit
import AVFoundation
class ViewController: UIViewController {
class ViewController: UIViewController, UIGestureRecognizerDelegate{
let soundFilenames = ["5","8","7","4","6","1","3","2"]
var audioPlayers = [AVAudioPlayer]()
var lastAudioPlayer = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
// Set up audio players
for sound in soundFilenames {
do {
let url = URL(fileURLWithPath: Bundle.main.path(forResource: sound, ofType: "wav")!)
let audioPlayer = try AVAudioPlayer (contentsOf:url)
audioPlayers.append(audioPlayer)
}
catch {
audioPlayers.append(AVAudioPlayer())
}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func buttonTapped(_ sender: UIButton) {
// Get the audioPlayer that corresponds to the button that they tapped
let lastPlayer = audioPlayers[lastAudioPlayer]
lastPlayer.stop();
lastAudioPlayer = sender.tag;
lastPlayer.currentTime = 0;
let audioPlayer = audioPlayers[sender.tag]
audioPlayer.currentTime=0;
audioPlayer.play();
}
#IBAction func button(_ sender: UIButton) {
// Get the audioPlayer that corresponds to the button that they tapped
let lastPlayer = audioPlayers[lastAudioPlayer]
lastPlayer.stop();
lastAudioPlayer = sender.tag;
lastPlayer.currentTime = 0;
let audioPlayer = audioPlayers[sender.tag]
audioPlayer.currentTime=0;
audioPlayer.play()
}
}
}
and here is the code from the appDelegate.swift file
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate { //Error happens on this line... Thread 1: signal SIGABRT
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
and also if you were wondering...
here is the plist file

User Notifications Swift 3

I want to send simple User Notifications when a Button is pressed. I used a tutorial from the internet, bit it still doesn't work.
The error is "Thread 1: Signal SIGABRT" in the AppDelegate
Here ist the Code:
import UIKit
import UserNotifications
class Map: UIViewController, UNUserNotificationCenterDelegate {
override func viewDidLoad() {
super.viewDidLoad()
//Senden von Mitteilungen?
let center = UNUserNotificationCenter.current()
center.requestAuthorization(options: [.alert, .sound]) { (granted, error) in
}
// Do any additional setup after loading the view.
}
#IBAction func Notification(_ sender: Any) {
//Set the content of the notification
let content = UNMutableNotificationContent()
content.title = "Achtung!"
content.subtitle = "Verbindung zum Beacon wurde getrennt"
content.body = "---"
//Set the trigger of the notification -- here a timer.
let trigger = UNTimeIntervalNotificationTrigger(
timeInterval: 10.0,
repeats: false)
//Set the request for the notification from the above
let request = UNNotificationRequest(
identifier: "10.second.message",
content: content,
trigger: trigger
)
//Add the notification to the currnet notification center
UNUserNotificationCenter.current().add(
request, withCompletionHandler: nil)
}
}
This is the App Delegate:
import UIKit
import Firebase
import CoreLocation
import UserNotifications
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
FIRApp.configure()
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
//EXTENSIONS
// Die Tastatur wird geschlossen, sobald der User außerhalb von ihr klickt
extension UIViewController {
func hideKeyboardWhenTappedAround() {
let tap: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.dismissKeyboard))
view.addGestureRecognizer(tap)
}
func dismissKeyboard() {
view.endEditing(true)
}
}
I hope someone knows my mistake :)
Rename your #IBAction method to something else. You have a namespace conflict.
Ensure the #IBAction is actually linked to a button and fired (add a comment or breakpoint to the method).
Edit: Move your FIRApp.configure() out of applicationDidFinishLaunchingWithOptions. This has been known to cause crashes.
...
override init() {
FIRApp.configure()
}
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
return true
}
...
Tip: start method names with a lowercase letter. Classes with uppercase letters. This way you can easily identify these later.

iPhone freeze when using QuickActionItems

I have added 3D Touch on my app icon to show Quick Action menu. I think I should have it all set up correctly.
The problem is that when I am choosing one of the items in the Quick Action menu, the iPhone freezes for a few seconds before it opens up the application.
This is my AppDelegate.swift:
import UIKit
import Parse
#available(iOS 9.0, *)
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
Parse.setApplicationId("xx",
clientKey: "xx")
let currentInstallation: PFInstallation = PFInstallation.currentInstallation()
currentInstallation.badge = 0
currentInstallation.saveEventually()
return true
}
func applicationWillResignActive(application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
func application(application: UIApplication, performActionForShortcutItem shortcutItem: UIApplicationShortcutItem, completionHandler: (Bool) -> Void) {
let rootNavigationViewController = window!.rootViewController as? UINavigationController
let rootViewController = rootNavigationViewController?.viewControllers.first as UIViewController?
rootNavigationViewController?.popToRootViewControllerAnimated(false)
if shortcutItem.type == "JEGHARALDRI" {
rootViewController?.performSegueWithIdentifier("JEGHARALDRISEGUE", sender: nil)
}
if shortcutItem.type == "PLING" {
rootViewController?.performSegueWithIdentifier("PLINGSEGUE", sender: nil)
}
if shortcutItem.type == "FLASKETUTENPEKERPÅ" {
rootViewController?.performSegueWithIdentifier("FLASKETUTENPEKERPÅSEGUE", sender: nil)
}
if shortcutItem.type == "KORTETTALER" {
rootViewController?.performSegueWithIdentifier("KORTETTALERSEGUE", sender: nil)
}
}
}
I think your app delegate should more looks like something like this
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
//MARK: - Properties
var window: UIWindow?
lazy var quickActionManager: QuickActionsManager = {
return QuickActionsManager()
}()
//MARK: - AppDelegate Methods
func application(application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool
{
return self.setupQuickActions(launchOptions)
}
func application(application: UIApplication, performActionForShortcutItem
shortcutItem: UIApplicationShortcutItem, completionHandler: (Bool) -> Void)
{
completionHandler(self.quickActionManager.handleShortcut(shortcutItem))
}
//MARK: - Private Methods
private func setupQuickActions(launchOptions: [NSObject: AnyObject]?) -> Bool
{
guard let shortcutItem = launchOptions?[UIApplicationLaunchOptionsShortcutItemKey]
as? UIApplicationShortcutItem else { return false }
return self.quickActionManager.handleShortcut(shortcutItem)
}
}
And so then you get all the logic to handle a quick action in your quick action manager, which would looks something like this
//MARK: - Public Methods
func handleShortcut(shortcut: UIApplicationShortcutItem?) -> Bool
{
guard let shortcut = shortcut else { return false }
// Get the key of the shortcutItem
let key = self.shortKeyForType(shortcut.type)
// Check if that key is the key of a knowed viewController
guard let viewControllerKey = ViewControllerKeys(rawValue: key) else { return false }
// Try to show This View Controller
return self.showViewController(viewControllerKey)
}
Assuming you got an enum of viewController to display matching each quick actions.
I hope this answer your question, let me know if you got some more.

How to convert Objective-C App Delegate to Swift?

I am working on old projects converting all classes to Swift.
How can I convert the AppDelegate class to Swift?
What changes must me made in the Project settings or main.m?
A good starting point is to create a new Swift-Project to get the Template for the AppDelegate, or just copy the following code in your AppDelegate.swift class:
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground.
}
}
In Swift the main.m and AppDelegate class have been merged by using the #UIApplicationMain annotation. Therefore main.m is not required any longer and should be deleted from your project.
It's also not required to change your Project setting, hence the #UIApplicationMain will do the work for you. Just be sure to set the correct Target Membership of your AppDelegate class if you have more build targets with different AppDelegates.
Create a new file in Xcode (File > New > File…) and select a Cocoa Touch Class. Call it AppDelegate, make it a subclass of UIResponder and change the language to Swift.
Fill the AppDelegate.swift file with:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: NSDictionary?) -> Bool {
// Override point for customization after application launch.
return true
}
}
Remove your main.m and main.h files.
It's done!
Source: http://www.binpress.com/tutorial/converting-an-objective-c-app-to-swift/118
In order to improve #seeya answer
SWIFT 3
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey : Any]? = nil) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
None of previous answers worked for me, after some researches, this worked:
import Foundation
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var bridge: RCTBridge!
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
let jsCodeLocation: URL
jsCodeLocation = RCTBundleURLProvider.sharedSettings().jsBundleURL(forBundleRoot: "index.ios", fallbackResource:nil)
let rootView = RCTRootView(bundleURL: jsCodeLocation, moduleName: "REPLACE_BY_YOUR_PROJECT_NAME", initialProperties: nil, launchOptions: launchOptions)
let rootViewController = UIViewController()
rootViewController.view = rootView
self.window = UIWindow(frame: UIScreen.main.bounds)
self.window?.rootViewController = rootViewController
self.window?.makeKeyAndVisible()
return true
}
}
Pasting solutions from the above answers, causes Xcode to suggest updating the function declaration to mark it a private. In this case the function will not be called by the system, and your app will never launch.
Swift 5
Use AppDelegate.swift as follows:
import UIKit
#main
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
let rootViewController = UIViewController() // replace with your view controller
window = UIWindow(frame: UIScreen.main.bounds)
window?.rootViewController = rootViewController
window?.makeKeyAndVisible()
return true
}
}

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