CXCallDirectoryPhoneNumber not support 0 at beginning
eg.
Add 0 in front of the number becomes 8-binary number,
But my phone number has 0 in front of it.
If my phone number is 010-12345678,
8612345678 is not matched,
8601012345678 is not matched,
01012345678 is not matched.
Some tips for someone who might still struggle on this... In short, if you number is 010-12345678, then 8612345678 should be the choice. Formats like "+8612345678" as a string worked for me too.
Just ran into the similar issue, and found out the reason why Call Directory extension sometimes "does not work" is simply not because of your phone number format. iOS will actually cache your phone numbers which are set when the extension is ran previously, i.e. it will not update your blocking or the identification phone numbers each time you change your source code and restart you app extension as you expected.
One way to invalidate the iOS cache is to toggle your app's option in Settings -> Phone -> Call Blocking & Identification (and maybe restart your app as well).
Related
Im trying to make a game on Scratch that will use a feature to generate a special code, and when that code is input into a certain area it will load the stats that were there when the code was generated. I've run into a problem however, I don't know how to make it and I couldn't find a clear cut answer for how to make it.
I would prefer that the solution be:
Able to save information for as long as needed (from 1 second to however long until it's input again.)
Doesn't take too many blocks to make, so that the project won't take forever to load it.
Of course i'm willing to take any solution in order to get my game up and running, those are just preferences.
You can put all of the programs in a custom block with "Run without screen refresh" on so that the program runs instantly.
If you save the stats using variables, you could combine those variable values into one string divided by /s. i.e. join([highscore]) (join("/") (join([kills]) (/))
NOTE: Don't add any "/" in your stats, you can probably guess why.
Now "bear" (pun) with me, this is going to take a while to read
Then you need the variables:
[read] for reading the inputted code
[input] for storing the numbers
Then you could make another function that reads the code like so: letter ([read]) of (code) and stores that information to the [input] variable like this: set [input] to (letter ([read]) of (code)). Then change [read] by (1) so the function can read the next character of the code. Once it letter ([read]) of (code) equals "/", this tells the program to set [*stat variable*] to (input) (in our example, this would be [highscore] since it was the first variable we saved) and set [input] to (0), and repeat again until all of the stats variables are filled (In this case, it repeats 2 times because we saved two variables: [highscore] and [kills]).
This is the least amount of code that it takes. Jumbling it up takes more code. I will later edit this answer with a screenshot showcasing whatever I just said before, hopefully clearing up the mess of words above.
The technique you mentioned is used in many scratch games but there is two option for you when making the save/load system. You can either do it the simpler way which makes the code SUPER long(not joking). The other way is most scratchers use, encoding the data into a string as short as possible so it's easy to transfer.
If you want to do the second way, you can have a look at griffpatch's video on the mario platformer remake where he used a encode system to save levels.https://www.youtube.com/watch?v=IRtlrBnX-dY The tips is to encode your data (maybe score/items name/progress) into numbers and letters for example converting repeated letters to a shorter string which the game can still decode and read without errors
If you are worried it took too long to load, I am pretty sure it won't be a problem unless you really save a big load of data. The common compress method used by everyone works pretty well. If you want more data stored you may have to think of some other method. There is not an actual way to do that as different data have different unique methods for things working the best. Good luck.
I'm comparing two NSNumbers in my app and I've done it the wrong way:
if(max < selected)
And it should be:
if([max longValue] < [selected longValue])
So the first comparison is really comparing the two object memory addresses, the funny thing (at least for me) is that the values seems to be related with the addresses. For example, if I get the first number with value 5 its memory address is 0xb000000000000053 and if I get the second with 10 is 0xb0000000000000a3 (being "a" equivalent to 10 in hexadecimal).
For that reason the first comparison (wrong) was actually working. Now an user complaint about an error here and is obviously because of this but it has lead me to the next questions:
Does this only happen in simulators? Cause it's where I'm testing, and the user will have a real device. Or maybe this happen normally but it's not a rule always fulfilled?
This is a "tagged pointer," not an address. The value 5 is packed inside the pointer as you've seen. You can identify tagged pointers because they're odd (the last bit is 1). It's not possible to fetch odd addresses on any of Apple's hardware (the word size is 4 or 8 bytes), so that bit is never set for a real address.
Tagged pointers are only available on 64-bit platforms. If you run on a 32-bit platform then the values will be real pointers, and they may not be in any particular order, which will then lead to the kinds of bugs you're encountering. Unfortunately I don't believe there is any way to get a compiler warning or even a static analysis warning for this kind of misuse on NSNumber.
Mike Ash provides an in-depth discussion of the subject.
On a slightly related note, on 32-bit platforms, certain NSNumbers are singletons, particularly small values since they're used a lot (-1 through 12 as I recall, but I believe it's different on different platforms). This means that == may happen to work for some numbers, but not for others. It also means that without ARC, it was possible to over-release a specific value (for example, 4) such that your program would crash the next time it happened to use that value. True story.... very hard to debug.
Here is the code that I thought and tried. I thought that it was the right way to buy and sell for the Fractals signals. But getting buy and sell signals simultaneously.
double UP[],DOWN[];
double fractal_output = iFractals(_Symbol,_Period);
ArraySetAsSeries(UP,true);
ArraySetAsSeries(DOWN,true);
CopyBuffer(fractal_output,0,0,5,UP);
CopyBuffer(fractal_output,1,0,5,DOWN);
if (UP[1])
{
Comment("BUY");
trade.Buy(0.1);
}
if (DOWN[1])
{
Comment("SELL");
trade.Sell(0.1);
}
I don't understand how I can plan to buy and sell using the iFractals function indicator in my MQL5. What improvements need to be done?
A double fractal_output should be int not double and initialized in the OnInit(){...} just once, not each tick.
Make sure you understand which fractal is obtained when accessing UP[1] - it seems to be 0,1,2,3,4 (left to right), so you are asking for fractal 3 bars before the current Bar.
Alternatively you can get a value before the current Bar (most probably it is zero until next bar after current starts).
Make sure that you have copied the buffer correctly (it is possible that it is not copied and UP[1] may throw out-of-range error - for that reason CopyBuffer returns a number of elements actually copied (so if CopyBuffer()!=5){print();return;})
What do you expect to see when calling if(UP[1]){} ?
A buffer might take both positive values and EMPTY_VALUE (== 2^31-1).
It is better to check the value of the buffer: if(UP[i]>0){} or if(UP[i]!=EMPTY_VALUE){...}
Do not forget about a special case, when some candle has both an upper and a lower fractal - What to do in that corner-case?
It will open a Long and then open a Short (so it may close the Buy by opening a Short).
Probably you need check the open orders before that or open bar - otherwise you'll have many positions opened during one candle.
Tester will help you find other problems that you could miss when planning the EA.
I'm making an iOS dice game and one beta tester said he liked the idea that the rolls were already predetermined, as I use arc4random_uniform(6). I'm not sure if they are. So leaving aside the possibility that the code may choose the same number consecutively, would I generate a different number if I tapped the dice in 5 or 10 seconds time?
Your tester was probably thinking of the idea that software random number generators are in fact pseudo-random. Their output is not truly random as a physical process like a die roll would be: it's determined by some state that the generators hold or are given.
One simple implementation of a PRNG is a "linear congruential generator": the function rand() in the standard library uses this technique. At its core, it is a straightforward mathematical function, and each output is generated by feeding in the previous one as input. It thus takes a "seed" value, and -- this is what your tester was thinking of -- the sequence of output values that you get is completely determined by the seed value.
If you create a simple C program using rand(), you can (must, in fact) use the companion function srand() (that's "seed rand") to give the LCG a starting value. If you use a constant as the seed value: srand(4), you will get the same values from rand(), in the same order, every time.
One common way to get an arbitrary -- note, not random -- seed for rand() is to use the current time: srand(time(NULL)). If you did that, and re-seeded and generated a number fast enough that the return of time() did not change, you would indeed see the same output from rand().
This doesn't apply to arc4random(): it does not use an LCG, and it does not share this trait with rand(). It was considered* "cryptographically secure"; that is, its output is indistinguishable from true, physical randomness.
This is partly due to the fact that arc4random() re-seeds itself as you use it, and the seeding is itself based on unpredictable data gathered by the OS. The state that determines the output is entirely internal to the algorithm; as a normal user (i.e., not an attacker) you don't view, set, or otherwise interact with that state.
So no, the output of arc4random() is not reliably repeatable by you. Pseudo-random algorithms which are repeatable do exist, however, and you can certainly use them for testing.
*Wikipedia notes that weaknesses have been found in the last few years, and that it may no longer be usable for cryptography. Should be fine for your game, though, as long as there's no money at stake!
Basically, it's random. No it is not based around time. Apple has documented how this is randomized here: https://developer.apple.com/library/mac/documentation/Darwin/Reference/ManPages/man3/arc4random_uniform.3.html
I wonder why 2 digit phone number won't open phone app after tapping "call"
555 // shows alert, tap on call opens phone app
55 // shows alert, tap on call won't open app
If this isn't possible using the tel scheme, then Apple's implementation doesn't conform to RFC2806 (which they reference in their documentation for Phone Links), which states:
It should also be noted that implementations MUST NOT assume that telephone numbers have a maximum, minimum or fixed length, or that they would always begin with a certain number. Implementors are encouraged to familiarize themselves with the international standards.
I'd file a bug.
I don't think 2 digit phone numbers are functional numbers. Apple does not allow you to call numbers shorter than 3 digits.
According to spec, a valid telephone number should consist of the first digit of the area code being between 2 and 9, followed by at least 2 digits. Therefore, the smallest valid telephone number is at least 3 digits long.
If your attempting to do something like dial a number, and then dial an extension you can define a pause with p like this:
tel:234p55
w can also be used to specify a wait-for-dialtone.
I do not know if this will work or not but you may be able to dial a 2 digit number using phone-context
55