So I've got a basic app WireFrame going and the Nav works fine.
The app is for users to create artwork and upload for output.
I want to use the Aviary Photo Editor (with a few tweaks) to fulfill most of the artwork creation.
The major issue I'm having at the moment is understanding where to import the header to allow my app to see the SDK. Instruction below:
See Point 6
My third scene is Artworkviewcontroller and I was trying to put it into the .h and then use:
See basic usage
in the .m file.
BUT when I try to run the app in the simulator nothing happens! Aviary could really do with a forum!
Any help would be greatly appreciated, I have have all the bits I just need to know how to bolt them all together!!
Check out the demo application that is contained in the SDK distribution. The AFSDKDemoViewController.m file contains a full implementation of the AviarySDK. You can download the distribution here: developers.aviary.com.
Related
I’m using GoogleMaps pod in my iOS application and it was working fine, but in my last build, apple reject my application. And the reason behind that is, the map was unable to load at the time of review on iPad running iOS 12.2 on Wi-Fi.
I did try to reproduce that bug on my device but I couldn’t.
Application do ask for location permission
Google Place API key also seems ok.
Is there any way to identify what the actual issue is and how I am supposed to solve this one?
Finally, I've solved that issue and for that, I've done some of the changes in my project.
1 - I've patched the latest Google Plist file in the project (I wasn't sure whether the old one was latest or not)
2 - I was using multi language in my project so before setting the delegate of google map, I've set the language for my project.
3 - instead of set the google map from Storyboard, I've set the google map programmatically in my view controller after setting language.
After surfing for so long to solve this issue, I came to know that this issue occurs when your App supports multi language. These some steps did work for me.
Is it possible/do you know any possibility to visualize the source code of an app? Because I'm working on something and I have got an app that does exactly what I want mine to do, just in a completely different way. Basically, every app on the AppStore has to be written in Xcode, right? So how do I visualize the code?
Thanks in advance!
The developer needs to share the code with you if you want to get the full code.
You can't extract the code from the .ipa itself (which is essentially the app)
Moreover, not every iOS app is written in Xcode - you have other SDK to write Swift and Objective-C with and more apps that you can write cross platform app with that eventually produced the .ipa file.
Seemingly unavailable to SocketMobile's developer portal, does anyone have a minimal example of how to implement the softscan function (use the iPhone Camera) using Swift?
I've an iOS app that works great with the physical scanner, but I'd like to extend it to use the camera as a backup for a broken scanner etc.
[first ever post at StackOverflow, if I've got something wrong, please let me know and I'll attempt to correct it in future. Many thanks.]
Thanks Enrico.
SocketMobile have updated their git repo and it now contains a Swift version of their 'Single Entry' app that supports SoftScan. Using this I was able to work out how to call their ObjC library to implement to function correctly.
Iam new to developer forum and in need of help. So thought why not get help from fellow developers. I have a app (Photo Sharing App) that was bought from a developer and now I want to make it ios9 compatible and want to have a app with more effects and features like ; masking, layers, crop, resize, stickers etc....
Had a developer look at it and he told me this about the app.
"— App Code is Static. (no xibs and no storyboard used). All code written programatically. >> if to make compatible to iOS9 have to re-structure re-code all the structure to match with latest app requirement storyboard,auto layout etc… (current code is static for each devices need to make dynamic).
— App not working for new xcode 7.
— Application working in older version of Xcode 6.4. When tried to run on Xcode 7 it shows error not compiling at all. with changes managed to apply fix and run on new Xcode. But it still hangs on iOS 9
— facebook invite friend not working >> current code has older implementation of Facebook to show just friend with invite list which is now not allow by Facebook. Have to now check for this invite feature how it is working now and what are the steps needed to implement if working. "
The question: Is it any easy solution to make it work or do we need to make the app from scratch. Any one who can guide me to right direction. Where should I start and what can be done. Is it much work related to getting it IOS9 compatible? Any script/codes available on the net/github? iam just a amateur and on starting level so please consider it.
Have heard that can make a launch screen with storyboard so no need to make the app from scratch and just let the lauchscreen be dynamic to work with the app for flexible layout. How is that possible?
Thanks a lot
There is no need to remake all views with storyboard or xibs. You just need to add Default images for 3.5 and 4 inches iPhones. Also, you need to fix all errors, update frameworks and libs, recode deprecated methods, make the app compile for 64 bit architecture.
I am going to use code to get the default volume/sound of the device which is set using the volume up or down buttons form the device, Below is the code which I am going to access the sound,
To resolve this error I have done research and found that to access this code we need to use CoreAudio Framework which allows to use the above code,
#import <CoreAudio/CoreAudio.h>
As suggested in a link Here But while goint to try with "<CoreAudio/CoreAudio.h>" it is giving below error for ios 7.0 +.
I have a need to get default system sound and this code is not giving me right to get desired result, is there any alternate way to find the current volume/sound of the device?
Any help is highly appreciated in advance.
You would want to include AudioToolbox/AudioToolbox.h.
You also need to link the framework in your build settings.
Also - The sample link you provided is for OSX while your question states that you are using iOS7. The OSX and iOS coreaudio api is not exactly the same. Some of your code above is for OSX.